Superior City Feats
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Feats

 

In addition to the awarding of Challenge Points, superheroes in this campaign are rewarded with Feat Points (occasionally referred to more generally as "Advancement Points").

EARNING FEAT POINTS
As a rule of thumb, each superhero earns one Feat Point per major encounter, as defined by the GM. Some particularly challenging or important encounters might be worth two Feat Points, whereas particularly easy or inconsequential encounters might be worth a fraction of a point, or nothing at all. Unlike Challenge Points, these awards are unrelated to how many ninjas the superhero knocked out, or how many innocent bystanders were rescued - it is just awarded if the superhero participated in the encounter, successfully or not.

SPENDING FEAT POINTS: SIDEKICKS AND MINIONS
One fairly straightforward way that Feat Points can be spent is in the recruitment of a sidekick or minion to follow the superhero. It is possible that, during play, the hero may encounter an ally who follows along, and who may serve as a "sidekick" - but this spending option gives the hero a little more choice in the matter, rather than just leaving it to fate. Basically, a number of Feat Points can be spent to "purchase" a HeroClix model with an equal point value. In game terms, the superhero has recruited himself a faithful follower who can help him fight crime ... or perhaps he's built a follower (a robot!) or conjured one, depending upon his powers.

SPENDING FEAT POINTS: VEHICLES
Another perk to purchase with Feat Points would be a "super-vehicle". This is purchased in the same way as a sidekick or minion; a vehicle is just another type of model, one that is capable of carrying one or more passengers, and which typically cannot act on its own in combat. (It requires a driver ... though certain super-vehicles have handy options to be summoned or sent away via remote control.)

SPENDING FEAT POINTS: FEATS
A more direct benefit of Feat Points would be in the purchase of "Feats", as defined in the new "Mutant Mayhem" expansion. Basically, a Feat Card lists some new bonus that a hero can get - perhaps a special attack maneuver or trick. Some Feats have special prerequisites for their use. Some Feats can be used all the time, while others can only be used once, and then are "discarded" for the remainder of the battle. Others can be used multiple times, but have some sort of a cost, such as inflicting a point of Pushing Damage upon the hero who uses it. Each Feat has its own pros and cons, and the final balance affects its final cost in Feat Points.

Some of the "Feats" in Mutant Mayhem require some rewording to work properly in this player-based campaign. In particular, a Feat Card is assumed to only affect the hero character of the player who purchased it. Since most of the Feats are made with the original HeroClix rules in mind (not surprisingly), I've created a number of custom Feats tailored more toward this campaign - and I reserve the right to make more, as the need arises, to satisfy the desires of my players.

CUSTOM FEATS
The following are custom Feats created for (or modified for) this campaign, and are not intended for standard HeroClix play.

In the wording on the rules, "You" refers to the specific character for which the Feat is purchased. When a card is "removed from play", it just means for the remainder of the current battle or encounter. It can be used again in a future battle, once the hero has had a chance to recover. (It's also possible to buy multiples of a single Feat - so that if it's the sort that is "removed from play" after use, you get multiple uses.)

Please note that if there is a "Prerequisite" for a particular power, that prerequisite must be met any time the power is to be used. If a character has, for instance, Defend on his dial, but it is not currently in play, or it has been cancelled out by a power like "Outwit", then he cannot use the Feat of "Bodyguard" at that time.

It is possible to buy multiples of a single Feat Card. This may be useful for cards that are "removed from play" after use, as it essentially gives you multiple uses of that Feat in any given battle or encounter.

  • All-Out
    Cost: 4
    For this Turn, your Attack is increased by +2. However, until your next Activation, your Defense is penalized by -2, and you cannot use damage-evading powers (e.g., Mastermind, Super Senses). This card is then removed from play.
  • Barrier Bridge
    Cost: 10
    Prerequisite: Barrier
    As a Power Action, you may move your normal Speed, ignoring the effects of Hindering Terrain, changes in Elevation, and intervening characers. Unlike Leap/Climb, this does not allow you to automatically Break Away from an adjacent enemy.
  • Berserk
    Cost: 10
    Prerequisite: Charge, Flurry or Battle Fury
    You may choose to go Berserk. While Berserk, upon every activation, you rush toward the nearest enemy and engage it in close combat. Your Defense is penalized by -2, and you cannot use any other powers except Battle Fury, Leap/Climb, Flurry, or Charge, but your Damage is increased by +1, and you have the benefits of Willpower. You are immune to Mind Control, cannot be Carried, and cannot benefit from Leadership or Support. If you lose Charge or Battle Fury, your Berserk state ends, and this card is removed from play.
  • Bodyguard
    Cost: 4
    Prerequisite: Defend
    If an adjacent friendly character is hit, you may take the damage instead. You may apply any powers for reducing damage (Toughness, Invulnerable, Impervious) but not for evading damage (Mastermind, Super Senses, etc.).
  • Careful Aim
    Cost: 8
    You may spend this Turn aiming at a chosen target. Choose one enemy within line of sight. Next Turn, you have +2 to your Attack value against that target. If you cannot make an attack, you may keep spending Turns "aiming" to keep the bonus until you have opportunity to use it, but the bonus is not cumulative.
  • Coordinated Attack
    Cost: 4
    You and one friendly model (who also has the Coordinated Attack Feat) may each activate and make an attack action on a single enemy or object at the same time. Make a single roll, using the lower of your Attack values, but add a bonus of +1. Add your Damage together for the total damage inflicted. This card is then removed from play.
  • Cover Fire
    Cost: 8
    Prerequisite: Ranged attack
    Take a power action. Every enemy within your attack range, even those with Stealth and behind cover, has a -2 to ranged Attack rolls until your next activation.
  • Damage Shield
    Cost: 8
    Prerequisite: Poison or Plasticity
    Any time someone hits you with a close combat attack, as long as you do not evade the attack (via powers like Super Sense or Mastermind), even if you don't take any damage, you inflict 1 Click of damage against the attacker. (This damage may be reduced normally by powers such as Toughness, etc.)
  • Defensive Barrier
    Cost: 8
    Prerequisite: Barrier
    Whenever you are hit with an attack, roll 1d6. On a roll of 6, you reflexively use your Barrier power to deflect the attack. This does not count against Psychic Blast or Mind Control.
  • Determination
    Cost: 6
    Prerequisite: Outwit, Leadership or Perplex
    You are immune to Psychological or Mental powers and effects. You may not be targeted by Perplex; you are unaffected by Mind Control, Psychic Blast, Shapeshift (or similar team abilities), or the Taunt Feat.
  • Dig In
    Cost: 2
    Prerequisite: Super Strength, Leap/Climb, Phase/Teleport, or Willpower
    If you are hit by Force Blast or Knockback or similar effect, and you are grounded, you may use this Feat to avoid being moved. This card is then removed from play.
  • Domino Effect
    Cost: 4
    Prerequisite: Damage 2 or higher, or Force Blast
    If you knock an enemy into another enemy, you may make a free Close Combat Attack roll against the second enemy. On a hit, the second enemy is Knocked Back one space, and the first one takes 1 point of Knockback Damage. If multiple enemies are standing in line, repeat until an enemy is missed, or otherwise avoids Knockback. This card is then removed from play.
  • Encore
    Cost: 2
    As a free action, you gain the use of any power you possessed at a higher Click on your dial (i.e., before you got knocked down to your current level), until your next Activation. This card is then removed from play.
  • Encourage
    Cost: 4
    As a free action, choose one friendly model within 6 spaces (other than yourself). That model recovers one Click. This card is then removed from play.
  • Fastball Shot
    Cost: 6
    Prerequisites: Toughness; Damage of 3 or less
    A friendly character with the Fastball Throw Feat can toss you as a ranged attack and an enemy within 6 squares. (You take a power action to participate in this move.) Upon a successful hit, you inflict your Damage +1 against the target. Regardless, you are placed in any square adjacent to the target, to which the thrower has a clear line of fire. This card is then removed from play.
  • Fastball Throw
    Cost: 6
    Prerequisite: Super Strength
    As a power action, you may throw an adjacent, unactivated, grounded friendly character who has the Fastball Shot Feat. Make a ranged combat attack at -2 against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which you have a clear line of fire. This card is then removed from play.
  • Fling
    Cost: 4
    Prerequisite: Super Strength
    Upon a successful close combat hit on an adjacent enemy, you may use this Feat to throw the enemy at a target up to 6 squares away. On a successful Ranged Combat roll, both enemies take 1 click of Knockback Damage and are hit by Incapacitate. On a miss, place the thrown character in any empty square adjacent to the target that you have line of sight to. This card is then removed from play.
  • Haymaker
    Cost: 10
    You may make a close combat action targeting a single opposing character. For this action, your Attack is penalized by -1, but Damage is increased by +2. After the action is resolved, you take 1 point of Pushing Damage that ignores Willpower and team abilities.
  • Hinder
    Cost: 6
    As a Power Action, select an enemy within your Range, or within half your Speed. (If the latter, the enemy need not be in line of sight, but it must be possible to reach that model within half your Speed movement.) Make a Close Combat attack roll. On a success, no damage is inflicted, but add an Action Marker to the target, as per Incapacitate.
  • Improvised Cover
    Cost: 2
    If you are hit by an attack, you may choose, after the roll, to increase your Defense by +2. This card is then removed from play.
  • Judo Throw
    Cost: 2
    If an enemy makes a close combat attack against you and misses, you may take a power action (out of turn) "throw" the enemy to any adjacent square. Make an attack roll. On a hit, the enemy is moved, and takes 1 point of Pushing Damage. If the chosen square is occupied, make another attack on the model in that square; on a hit, the second target is affected as by Incapacitate. This card is then removed from play.
  • Level Break
    Cost: 8
    Prerequisite: At least 3 Clicks below full health
    You make a special signature attack move; make either a close combat or ranged attack. You get your choice of either +2 Attack, +1 Damage, automatic Knockback or 10 Range on this attack. This card is then removed from play.
  • Magnetic Slam
    Cost: 4
    Prerequisite: Shocking Grasp or Electrical Power
    If you are adjacent to a Metal Object (mailbox, trash dumpster, vehicle, light post, sewer cover, computer, soda machine, etc.) and then launch it at an opponent. Charging it up requires one power action. Then, so long as you remain adjacent to the object, you may take a ranged attack action and treat it as an object thrown by a character with Super Strength. This card is then removed from play.
  • Make It Count
    Cost: 12
    During your Turn, you may change the result of any one die roll you make, to any desired value from 1 to 6, regardless of its previous value. This card is then removed from play.
  • Mental Resistance
    Cost: 2
    You may ignore one instance of Perplex, Mind Control, Psychic Blast, Shapeshift (or similar team abilities), or the Taunt Feat. This card is then removed from play.
  • Passenger
    Cost: 5
    Prerequisite: Leap/Climb or Phasing/Teleport
    When you use Leap/Climb or Phasing/Teleport, you may carry a single character. After you resolve the action, you either take 1 point of Pushing Damage (which ignores Willpower and team abilities) or else you may remove this card from play.
  • Passenger Transport
    Cost: 10
    Prerequisite: Leap/Climb or Phasing/Teleport
    When you use Leap/Climb or Phasing/Teleport, you may carry a single character.
  • Poison Spread
    Cost: 4
    Prerequisite: Poison
    When you use your Poison power, you may choose to affect every model up to 2 spaces away, rather than just those adjacent to you - though this effect does not pass through Blocking Terrain. (The catch is that it affects every model when you choose this option - friend or foe.)
  • Pounce
    Cost: 15
    Prerequisites: Leap/Climb, damage value 1 or 2
    As a power action, move up to your Speed value and make a close combat attack as a free action. You gain +1 Attack and +1 Damage for this attack. After resolving the action, either take 1 point of Pushing Damage (ignoring Willpower and team abilities), or remove this card from play.
  • Poison Surge
    Cost: 4
    Prerequisite: Poison
    When you use your Poison power, you may use this Feat to inflict 1 extra click of damage on each enemy. After this is resolved, you may either take 1 point of Pushing Damage that cannot be reduced by Willpower or team abilities, or else just remove this card from play.
  • Power-Up
    Cost: 6
    Prerequisite: Damage value less than 4
    You may spend this Turn "powering up" rather than taking any action. Next Turn, you have +1 to your Damage value for all close combat attacks. If you cannot make an attack, you may choose to keep spending Turns "Powering Up" to keep the bonus until you have opportunity to use it, but the bonus is not cumulative.
  • Rallying Cry
    Cost: 6
    Prerequisite: Leadership
    As a free action, you encourage your comrades. Every friendly model that has not been Knocked Out recovers one Click. This card is then removed from play.
  • Rebound
    Cost: 10
    Prerequisite: Energy Shield/Deflection
    If a ranged attack misses you by 1 or 2 points on the roll, you may "rebound" the attack. As a Free Action, make a ranged attack against any enemy in line of sight, within 6 spaces, using your own Attack value. If you hit, the effects are as if the original attack struck the new target instead. Note: This does not work with thrown Objects unless you also have Super Strength or Telekinesis.
  • Recovery
    Cost: 2
    As a power action, you may recover a single Click. This card is then removed from play.
  • Ricochet
    Cost: 8
    If you hit a single target at range, select a new target within 6 spaces and LOS of the first target. As a free action, make another attack. If you hit, designate a new enemy within 6 spaces and LOS of that enemy and repeat, until you miss. Every struck target takes the full damage of the attack. No one target may be hit more than once. Objects are treated as having a Defense of at least 1 for this attack. This card is then removed from play.
  • Rip It Up
    Cost: 20
    Prerequisite: Super Strength
    Before you move - as part of a move, power or free action - you may automatically acquire a Light Object Token.
  • Roll With It
    Cost: 4
    At any one time when you take damage, you may reduce the damage taken by 1 point. (This will not work against powers that bypass damage reduction, such as Exploit Weakness.) This card is then removed from play.
  • Run on Water
    Cost: 10
    Prerequisite: Hypersonic Speed
    You may move across Water Terrain as if you had the Swimming Movement icon. (That is, you may move at full speed across water.)
  • Second Wind
    Cost: 6
    If you are on your last Click before being Knocked Out, you may, as a free action during your Turn, roll 1d6. This is the number of Clicks you recover. This card is then removed from play.
  • Sudden Realization
    Cost: 4
    You may use the Outwit power against a single enemy, as per the normal rules, as a free action. This may even be used if you have and are already using the Outwit power. This card is then removed from play.

  • Sweep Attack
    Cost: 4
    If you Knock Out an enemy with a clost combat attack, you may "carry through". Pick the next adjacent enemy either "clockwise" or "counter-clockwise", and, as part of this action, resolve another attack. If this enemy should be Knocked Out as well, continue, until you fail to knock out an enemy - or run out of enemies. This card is then removed from play.
  • Taunt
    Cost: 15
    As a power action, make a ranged attack (Attack +1) against a single opposing character to which you have clear line of sight, within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack you on its next turn. (This power does not work against Robots or Machines.)
  • Trick Shot
    Cost: 20
    Prerequisite: Plasticity or Ranged Combat Expert
    When not adjacent to an opposing character, you ignore Stealth (and team abilities that duplicate the effects of Stealth), and you ignore characters and hindering terrain for line of sight purposes.
  • Trickster's Dodge
    Cost: 4
    Prerequisite: Perplex, Plasticity, or Super Senses
    If you are hit by an attack, you may divert the attack to an adjacent model or object. Choose the desired new target, and roll 1d6. On a 5 or 6, the attack is resolved against the new target instead of you. Whether successful or not, this card is then removed from play.
  • Vengeance
    Cost: 6
    If a friendly character is Knocked Out, you may choose to seek vengeance on the one who Knocked Out the character. For your next attack against this enemy, you gain +2 to your Attack, and +1 to Damage. This card is then removed from play.

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