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Found 89 of 153 records in table HorrorClix_Powers
Now Showing 1 to 89
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  • 1
PowerDependencyDescription
 AbsorptionStaticIf this monster takes at least 1 damage from a ranged combat attack and is not killed, heal this monster of 1 damage after the attack is resolved.
 Acid BloodStaticIf this monster takes at least 1 damage from a close combat attack, the attacker is dealt 1 damage.
 Acid SplashStaticIf this monster takes at least 1 damage from a close combat attack, the attacker is dealt 1 damage.
 AreaStaticOnce at the beginning of your turn as a free action, this monster deals 1 damage to each adjacent opposing monster.
 BanishCabal, StaticAll friendly monsters of this cabal get +1 to their attack values against Hellspawn and Spirits.
 BloodedStaticThis monster is blooded, even if it has no victim tokens on its card.
 BloodlustStaticModify this monster's attack value by +1 for each victim token on its card.
 Blood ScentStaticIf this monster begins its move within 3 spaces of an opposing monster, modify its speed value by +2.
 BloodsuckerStaticWhen 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.
 BossStaticAll adjacent friendly monsters get +1 to their attack.
 ChangeStaticWhen this monster slays a victim, you may turn its dial to the red starting line and flip this card.
 CharmedStaticOnce per turn you may choose to reroll an attack roll made for this monster or a monster adjacent to this monster; you must use the rerolled result.
 ChestbursterStaticAt 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.
 Clear MindStaticThis monster can't be possessed.
 CloakStaticModify this monsters defense value by +2 against ranged combat attacks. Ignore this power when this monster occupies water terrain.
 Dark GiftCabal, StaticEach time a friendly monster of the cabal kills a monster, heal another friendly member of the cabal of 1 damage.
 DerangedStaticAt the beginning of your turn, roll 2d6. If the result is less than 6, this monster is insane that turn.
 DeterminedStaticThis monster is not vulnerable when it is blooded and has two action tokens.
 DodgeStaticWhen an attack succeeds against this monster, roll a d6 before damage is dealt. On a result of 5 or 6, this monster evades the attack.
 Doesn't BleedStaticDamage dealt to this monster is reduced by 1.
 ExorcismCabal, StaticWhen a friendly member of this cabal rolls a critical hit agains a Spirit, kill the Spirit instead of dealing damage to it.
 FeedCabal, StaticAt 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.
 FerocityStaticIf this monster makes a close combat attack, increase its damage value by 1.
 FishfoodStaticHeal this monster of 1 damage the first time it slays a victim each turn.
 FlesheaterStaticTurn this monster’s combat dial to the green/red starting line when it kills an opposing monster.
 FocusStaticThis monster gets -1 to its defense value for each action token on it.
 GraveStaticWhen this monster kills a monster, turn this monster’s dial to the green starting line.
 HunterStaticThis monster gets +2 to its attack value against the designated monster type.
 InsanityStaticAt the beginning of your turn, roll 2d6. If the result is less than 7, this monster is insane that turn.
 InvisibleStaticThis monster can't be targeted by ranged combat attacks and does not block line of fire.
 InvulnerableStaticDamage dealt to this monster is reduced by 2. This monster is not vulnerable when it has two action tokens.
 Leap/ClimbStaticThis monster automatically breaks away and ignores the effects of monsters, victims, hindering terrain, and outdoor blocking terrain for movement purposes.
 ManiacStaticThis monster gets –1 to its defense value for each action token on it.
 Martial ArtistStaticWhen an attack succeeds against this monster, roll a d6 before damage is dealt. On a result of 4–6, this monster evades the attack.
 MassacreStaticWhen this monster slays/rescues a victim, roll a d6. On a result of 5 or 6, you can move onto and slay/rescue an adjacent victim as a free action.
 MetamorphStaticWhen this monster slays a victim, you may turn its dial to the green starting line and flip this card.
 MurderStaticWhen this monster kills a monster, turn this monster’s dial to the red starting line and flip this card.
 MutateStaticWhen this monster slays its third victim, turn its dial to the red starting line and flip this card.
 No Ranged AttackStaticThis monster can't be given ranged combat actions.
 Nuclear StrikeStaticIf 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 mons
 Nuclear TimerStaticAt 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.
 OffspringStaticAt the beginning of your turn, place an Alien Egg minion from outside the game in an unoccupied space adjacent to the Egg Base.
 PhantomStaticThis monster gets +2 to its defense value against ranged combat attacks.
 PortalStaticOnce during your hunting phase as a free action, you may place a portal in an empty space adjacent to this monster.
 PreyStaticWhen this monster slays a (gender specific) victim, you may turn its dial to the red starting line and flip this card.
 ProtectorStaticIf an opposing monster tries to slay a victim adjacent to this monster, roll a d6. On a result of 4–6, the victim is not slain.
 RageStaticAt the beginning of your turn, you may turn this monster’s dial to the red starting line and flip this card.
 RagingStaticAt the beginning of your turn, turn this monster’s dial to the green starting line.
 RavageStaticIf the attack succeeds, this monster can make another close combat attack as a free action.
 Reflexes (Att.)StaticOnce per turn you may reroll one die from this monster's attack roll; you must use the rerolled result.
 Reflexes (Def.)StaticModify this monster's defense value by +2 against close combat attacks.
 Retributive StrikeStaticWhen an opposing monster targets this monster with an attack and misses, that monster is dealt 1 penetrating damage.
 ScareStaticTargets of this monster’s attacks get –1 to their defense values.
 SealStaticWhen an opposing monster attempts to smash a portal adjacent to this monster, the attack roll target is 16.
 Second SightStaticDuring your suspense phase you can secretly look at any one face-down victim token, and then put it back face-down onto the same space.
 ShepherdStaticThis monster gets +1 to its attack value for every victim adjacent to it.
 Skin SuitStaticWhen this monster slays a victim, turn its combat dial to the red line and flip over this card.
 SnackStaticThe first time this monster slays a victim each turn, heal it of 1 damage.
 Spirit WallStaticChoose 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.
 StaminaStaticDamage dealt to this monster is reduced by 1.
 StealthStaticA line of fire drawn to this monster that crosses hindering terrain, including the space this monster occupies, is blocked.
 TeleportStaticDuring 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).
 Tough PeltStaticDamage dealt to this monster is reduced by 1.
 TransformStaticWhen this monster slays its first victim, turn its dial to the red starting line and flip this card.
 TrapStaticOpposing monsters that roll to break away from this monster must roll a 6 to succeed.
 UnsealStaticWhen this monster attempts to smash a portal, the minimum required attack roll result is 10.
 Vengeance (Cabal)Cabal, StaticThis monsters controller gets an extra action each turn, which can be assigned only to a friendly member of this monster's cabal.
 Vengeance (Static)StaticThe damage this monster deals to the specified monster type is penetrating damage.
 Weak PointStaticIncrease damage dealt to this dial by 2.
 XenogenesisStaticAt the beginning of your turn, you may choose to flip over a friendly Alien Egg minion.
 Gaze Of InsanityStaticIf Cthulhu succeeds at a ranged combat action against a single target and deals at least 1 damage, in addition to damage dealt give the target action tokens so that it has two action tokens.
 Scaly EpidermisStaticDamage dealt to Cthulhu is reduced by 1. Cthulhu cannot become vulnerable.
 Lashing TentaclesStaticAfter succeeding at a close combat attack, before dealing damage roll one d6 and add 2 to the result. Cthulhu deals damage equal to the result instead of its damage value.
 *-RescuerStaticThis monster rescues victims.
 Minion PowerStaticMinion Power grants the monster the ability to create Minions of a specific type and to pass one of the monster's powers on to those Minions.
 AmbushStaticModify this monster's attack and damage value by +1 when it occupies hindering terrain.
 DominateStaticModify this monster's attack value by +1 against monsters that have point values less than its own.
 FortuneStaticOnce at the beginning of your turn roll a d6. On a result of 6 you get one extra action that turn.
 How Sweet, Fresh MeatStaticModify this monster's attack value by +2 against monsters that have a red or green starting line showing on their combat dial.
 In Flagrante DelictoStaticIf this monster slays a victim that is adjacent to another victim of the opposite gender, it slays both victims.
 InterceptionStaticIf an opposing monster would slay a victim adjacent to this monster, roll a d6. On a result of 4-6, this monster slays the victim instead.
 I Said Bow, SlaveStaticIf the attack succeeds, after dealing damage give the target an action token if the target has zero action tokens.
 OpportunistStaticIf an opposing monster would slay a victim adjacent to this monster, roll d6. On a result of 5 or 6, this monster slays the victim instead.
 Roar Of The CrowdStaticModify this monster's attack value by +1 for each victim token on its card.
 ShoveStaticIf this monster deals damage to a target, roll a d6. On a result of 6, move the target 1 space (it does not have to break away)
 You'll Do What I Tell YouStaticThis monster treats water terrain as clear terrain for movement purposes.
 Down With DeathStaticWhen 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.
 DreadStaticModify the Defense values of all adjacent opposing monsters by -2.
 RegurgitateStaticIf this monster is adjacent to a friendly monster, you can remove a victim token from this monster's card and put it on the friendly monster's card.
Found 89 of 153 records in table HorrorClix_Powers
Now Showing 1 to 89
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