Superior City "Normals"
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Normals

 

Even the lowly Thug can duke it out for a few rounds with superheroes and supervillains alike, but what about the "Average Joe" on the street? Expanding upon the "Bystanders" available with the new "Mutant Mayhem" set, here are a few of the less impressive denizens of Superior City that the heroes may encounter. They can be represented by miniatures that lack a Combat Dial, since just one "click" of damage will take them down. These rules are intended for specific scenarios - not necessarily to be included as part of someone's HeroClix fighting force in a regular game.

HOUSE RULES FOR NORMALS / BYSTANDERS
"Normals" encompass a variety of models in the game that do not make use of a Combat Dial. Each "Normal" has a set of characteristics that do not change - because one "click" of damage will take it out of the action. The following special house rules apply to Normals:

  • Upon taking a single click of damage, Normals are Knocked Out and removed from play.
  • Normals cannot voluntarily Push themselves. They can, however, be subject to Pushing Damage if this is caused by the effects of other powers and abilities (such as Incapacitate or Mind Control).
  • Regular HeroClix models may move through spaces adjacent to Normals without having to stop. However, if, at the start of their movement, they are adjacent to a Normal model, they still have to Break Away as normal.
  • Normals never cause Knock-Back during an attack, unless stated otherwise
  • TYPES OF NORMALS

    HOOLIGAN
    # 1 2 3 4 5 6 7 8 9 10 11 12
    Speed 6 KO KO KO KO KO KO KO KO KO KO KO
    Attack 6 KO KO KO KO KO KO KO KO KO KO KO
    Defense 12 KO KO KO KO KO KO KO KO KO KO KO
    Damage 1 KO KO KO KO KO KO KO KO KO KO KO

    Range: 0; Affiliation: None; Points: 3.

    Hooligans, in and of themselves, don't pose much of a threat, save as a minor irritant to slow down the progress of heroes who haven't access to such powers as Leap/Climb or Hypersonic Speed. Mostly, they're just extremely cheap bodyguards for Masterminds.


    GUNMAN
    # 1 2 3 4 5 6 7 8 9 10 11 12
    Speed 6 KO KO KO KO KO KO KO KO KO KO KO
    Attack 6 KO KO KO KO KO KO KO KO KO KO KO
    Defense 12 KO KO KO KO KO KO KO KO KO KO KO
    Damage 1 KO KO KO KO KO KO KO KO KO KO KO

    Range: 6; Affiliation: Gunmen; Points: 6.

    These are hooligans with guns. Since they don't actually have to run up to a superhero to engage him in combat, they can actually present a threat at range.


    REPORTER
    # 1 2 3 4 5 6 7 8 9 10 11 12
    Speed 6 KO KO KO KO KO KO KO KO KO KO KO
    Attack 7 KO KO KO KO KO KO KO KO KO KO KO
    Defense 12 KO KO KO KO KO KO KO KO KO KO KO
    Damage 0 KO KO KO KO KO KO KO KO KO KO KO

    Range: 0; Affiliation: None; Points: N/A.

    The Reporter knows no allegiance except to "The Peoples' Right to Know". Often accompanied by a Cameraman (with identical statistics), the Reporter will zoom in on the nearest Hero or Villain and, upon reaching close enough rank to shove a microphone into the subject's face, demand an interview. (In other words, the Reporter "attacks" with Incapacitate.) The Cameraman makes no attacks, but attempts to move adjacent to the Reporter's subject, possibly causing a hindrance. Normal Break-Away rolls are required to get away. Of course, not everyone is friendly to the media: if the Reporter is attacked (or the Cameraman, for that matter), both will typically attempt to Break Away and flee to cover the news from a safer vantage point.

    In a scenario where heroes are required to rescue all Bystanders, the Reporter can make that task all the more difficult, given his or her tendency to rush right into danger or even hinder the very heroes who are trying to help.


    SCIENTIST
    # 1 2 3 4 5 6 7 8 9 10 11 12
    Speed 6 KO KO KO KO KO KO KO KO KO KO KO
    Attack 5 KO KO KO KO KO KO KO KO KO KO KO
    Defense 10 KO KO KO KO KO KO KO KO KO KO KO
    Damage 0 KO KO KO KO KO KO KO KO KO KO KO

    Range: 0; Affiliation: None; Points: 2.

    These "scientists" are the sort that might be encountered in some evil overlord's secret doomsday-device laboratory, operating the machinery and computers until the heroes decide to crash the party. Faced with the prospect of their "life's work" being destroyed by thoughtless superheroes - or being hauled off to jail - sometimes a scientist will pull out a syringe with something toxic in it, or perhaps just grab up a convenient bludgeon. While the scientist is incapable of inflicting damage in the typical sense, he can still be a hindrance to the heroes, particularly with his Incapacitate attack.


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