In HorrorClix, powers are special, supernatural, or magical abilities possessed by monsters.
Power Types- Cabal: Cabal powers are possessed by cabal leaders that can benefit or be contributed to by all friendly members of their cabal. Continuous: Continuous powers are very similar to Cabal powers, but are not tied to a specific Cabal. Dependant: Dependant powers activate only when given a particular action and are in effect only for the duration of that action. The associated symbol indicates the type of action the power is dependant upon-
= Move Action = Close Combat Action = Ranged Combat Action
Hourglass: Hourglass powers are in effect when a monster shows an hourglass on its combat dial. Static: Static powers are always active
This monster and all friendly members of this monster's cabal modify their attack values by +1 for each friendly member of their cabal adjacent to the target.
When a target monster takes at least 1 damage from this monster's attack, heal this monster of 1 damage. It cannot heal past the green starting line, but it can heal past its red starting line.
At the beginning of your turn, you may choose to remove from the game a victim token from the card of a friendly monster and flip over a friendly Alien Egg minion.
When this monster is the target of an attack, no attack dice are rolled. Instead, you and the attacker's controller each roll a d6. If the attacker's result is higher than your result, the attack succeeds.
If the attack succeeds, deal 1 unavoidable
damage to the target. Additionally, if the target has zero
or one action token, give the target an action token.
Instead of making a retaliatory attack, you may have a friendly Alien Egg minion make a single ranged combat attack as a free action against an opposing monster within a range of 6 spaces. If the attack succeeds, assign the target action tokens so that it has two action tokens. Remove the Alien Egg minion from the map after the action resolves.
If the attack deals damage to a target monster, choose another opposing monster that shares a keyword with the target. Deal 1 damage to the chosen monster.
To see all monsters with this power click here.
Feast
Dependant -
If the attack deals damage, heal this monster of 1 damage.
At the beginning of your turn, as a free action you may deal 2 unpreventable damage to a friendly cabal member adjacent to this monster to heal this monster of 1 damage.
Instead of making a ranged combat attack, deal 1 damage to each opposing monster that is within 4 spaces of this monster, which has an action token, and to which this monster has a clear line of fire.
If there is a friendly monster with zero or one action token adjacent to this monster, then when this monster ends its movement, you can place that monster in an unoccupied space adjacent to this monster. If you do this, mark that monster with an action token.
Friendly Legends given a close combat action can modify their attack values by +X, where X is the number of friendly Legends in play. When any friendly Legend is killed, including this monster, all friendly Legends are dealt 1 unpreventable damage.
If this monster has zero or one action token, if an adjacent opposing monster is given a move action and moves, at the end of that monster's movement you can put this monster in a space adjacent to the opposing monster. If you do, give this monster an action token.
To see all monsters with this power click here.
Hellish Embrace
Continuous -
While this monster is in play, when any friendly Hellspawn makes a close combat attack, before making the attack roll, roll a d6. On a result of 6, remove an action token from the attacker or give the target an action token if it has zero or one action token.
If this monster has an action token, instead of making an attack remove an action token from this monster and give an adjacent opposing monster with zero or one action token an action token. Do not give this monster an action token after the action resolves.
This monster automatically breaks away and ignores the effects of monsters, victims, hindering terrain, and outdoor blocking terrain for movement purposes.
Choose an opposing monster adjacent to this monster. Instead of moving this monster, put it on an unoccupied space. Then put the chosen opposing monster on an unoccupied space adjacent to this monster.
If the attack succeeds against a target that has zero or one action token, you may choose to deal no damage. If you do, give the target an action token instead.
If you flipped this card this turn, at the beginning of your next turn, roll a d6 and add 2 to the result. Every monster (including this one), victim and object within a number of spaces equal to the result is removed from the game. Every remaining monster with zero or one action tokens is given an action token. No player gains victory points for monsters or victims removed from the game by this power.
At the beginning of your turn, you may choose to activate the Nuclear Timer. If you do, flip this card and turn this monster's dial to the red starting line.
When this monster makes a close combat attack, roll a d6. On a result of 1 or 2, modify this monster's damage value by +2. On a 3 or 4, modify this monster's attack value by +1. On a 5 or 6, modify the target's defense value by -2.
To see all monsters with this power click here.
Portal
Static
Once during your hunting phase as a free action, you may place a portal in an empty space adjacent to this monster.
This monster's damage value becomes 1. If the attack succeeds against a single target, after dealing damage give the target an action token if the target has zero or one action token.
Choose up to three friendly monsters adjacent to this monster. Lines of fire drawn to this monster and the chosen monsters are blocked if they cross hindering terrain, including the spaces the monsters occupy.
You can choose up to two targets when this monster makes a close combat attack. Make one attack roll and compare the attack result to both targets. Divide damage dealt any way you choose between the successfully hit targets.
During your hourglass phase, you can move this monster to an empty space adjacent to any monster (before dealing 1 unpreventable damage to this monster, if applicable).
Modify this monster's attack value by +2 agaiant monsters that have point values equal to more than its own.
To see all monsters with this power click here.
The Replacement
Static
When this monster would kill a target monster, you may choose not to kill that monster. If you do, remove this monster from the game and turn the target's dial to it's starting position. The target becomes friendly to you.
To see all monsters with this power click here.
Threaten
Dependant -
Instead of moving this monster, deal 1 penetrating damage to an adjacent Zombie showing at least one hourglass.
If this monster has zero or one action token, during your suspense phase instead of moving one victim you can move two victims of the same archtype. If you do, give this monster an action token.
To see all monsters with this power click here.
Xenogenesis
Static
At the beginning of your turn, you may choose to flip over a friendly Alien Egg minion.
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