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Rules and powers audit

Reviewed 29 September 2026 against WizKids’ July 2026 Comprehensive Rules, including all 48 standard powers. This audit distinguishes working core behaviour from incomplete interactions; it does not certify complete official play.

Objects: who can pick them up?

Every character can pick up an ordinary object. Super Strength additionally permits non-object terrain; retired heavy objects require Super Strength. Smoke, Debris and Water cannot be held. Pick up or put down once per move, including moving zero squares; a square that forces movement to stop cannot be used for the pickup/drop on entry. One held item at a time.

Corrections in this update

Current Perplex range, legal values, stacking and expiry; Rule of Three; enemy adjacency stopping; Phasing action scope; intervening-character lines of fire; terrain fixed damage and held-object Shape Change; knockback collision damage; first-turn starting-square immunity; Quake marker removal; historical special-ability coverage labels.

All standard powers

Power / rule sectionCurrent ruleImplementation audit
flurry
Speed · §27.1a
Close action: make up to two close attacks. Choose each target separately.Partial automation
Optional Blades/Incapacitate choices are not offered for every generated attack.
leap/climb
Speed · §27.1b
Ignore elevated and outdoor blocking movement restrictions and move through characters; a breakaway roll is still required.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
phasing/teleport
Speed · §27.1c
Move action: ignore elevated and blocking terrain, automatically break away, and move through characters and their adjacent squares. These benefits do not apply to Charge, Sidestep or other actions.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
earthbound/neutralized
Speed · §27.1d
Cannot use Improved Movement or Improved Targeting abilities.Partial automation
Standard movement grants are suppressed; card-specific Improved Targeting is not generally implemented.
charge
Speed · §27.1e
Power action: halve speed, move, then use a CLOSE action as FREE or make a close attack.Partial automation
The menu supports selected CLOSE follow-ups, not every terrain/destroy combination.
mind control
Speed · §27.1f
Close or range action, minimum range 4. Hit targets take no normal damage, temporarily join your force, halve speed, and may move and/or attack in either order before reverting. This game controls one target at a time.Partial automation
Only one original target; controlled attack Shape Change choices and all passive-trigger interactions are not fully modelled.
plasticity
Speed · §27.1g
Break away on 2–6. Adjacent enemies without Phasing, Plasticity, Leap/Climb or Hypersonic Speed break away only on 6.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
force blast
Speed · §27.1h
Power action: minimum range 4. Knock back a visible opposing figure 3 squares. Also grants knockback to attacks.Partial automation
Optional attack knockback is currently automatic. The player cannot decline it.
sidestep
Speed · §27.1i
Free action: move up to 2 squares. Once per turn.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
hypersonic speed
Speed · §27.1j
Power action: halve range, move, make an attack, then move the remaining speed. Breakaway is required on each moving leg without the classic +2 bonus.Partial automation
Normal move–attack–move supported; not every optional attack effect is selectable.
stealth
Speed · §27.1k
During the opponent’s turn, hindered lines of fire from non-adjacent attackers are blocked.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
running shot
Speed · §27.1l
Power action: halve speed, move, then use a RANGE action as FREE or make a range attack.Partial automation
The menu supports selected RANGE follow-ups, not every terrain/destroy combination.
blades/claws/fangs
Attack · §27.2a
A successful single-target close attack may replace damage with a d6 result, with a minimum of printed damage minus 1.Partial automation
A separate attack choice; not offered during every possible generated attack.
energy explosion
Attack · §27.2b
Ranged action: attack the chosen target and all adjacent characters with one shared roll. Each hit takes 2 damage instead of normal damage.Partial automation
Area target additions and Shape Change timing are simplified.
pulse wave
Attack · §27.2c
Ranged action: range 4. Attack all other figures in range and line of fire, using printed defence and ignoring their powers. Each hit takes 1 damage.Partial automation
Printed defence and damage-one core supported. Outside-range Probability Control and Protected/Safeguard exceptions are incomplete.
quake
Attack · §27.2d
Close action: destroy terrain markers and printed blocking within one square, then attack every adjacent enemy with one shared roll. Each hit takes 2 damage and is knocked back 3 squares.Partial automation
Standalone terrain destruction supported. Destruction during a Charge follow-up and exact simultaneous knockback timing remain simplified.
super strength
Attack · §27.2e
All characters may pick up ordinary objects; Super Strength also permits non-object terrain and retired heavy objects. During a move, pick up or put down one object or terrain marker in a square you pass through or adjacent to it. You may move 0 squares. Close attacks cause knockback.Partial automation
Single-square held terrain supported. Multisquare markers, optional knockback and terrain Giant Reach are not implemented.
incapacitate
Attack · §27.2f
An attack may give each hit character one token instead of normal damage. It does not damage a character already holding two tokens. Battle Fury prevents the token.Partial automation
Normal and selected follow-up attacks supported; not every generated-attack combination.
penetrating/psychic blast
Attack · §27.2g
All ranged attack damage is penetrating.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
smoke cloud
Attack · §27.2h
Power action, minimum range 4: place up to six distinct connected Smoke markers, with at least one in line of fire. Opponents occupying Smoke have −1 attack. Markers hinder line of fire, not current movement, and expire at your next turn.Partial automation
Single-square markers; stacking with existing markers is more restrictive than official placement.
precision strike
Attack · §27.2i
Attack damage cannot be reduced below 1. Opponents subtract 1 from Super Senses rolls.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
poison
Attack · §27.2j
Free action, once per turn: if this character has not moved or been placed this turn, deal 1 damage to adjacent opponents. Damage reducers apply.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
steal energy
Attack · §27.2k
After a close attack hits and damages one or more characters, heal this character 1 click.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
telekinesis
Attack · §27.2l
Power action, minimum range 4: place a terrain marker or single-base friendly character within your range and line of fire, and within four squares and line of fire of its origin. Alternatively use a RANGE Terrain action with a marker within your range and line of fire.Partial automation
Single-square terrain and single-base character placement supported; full special terrain properties and Shape Change on launched terrain are incomplete.
super senses
Defence · §27.3a
When hit, a d6 result of 5–6 evades the attack.Partial automation
The optional defensive roll is taken automatically.
toughness
Defence · §27.3b
Reduce damage taken by 1, including non-attack damage. Cannot reduce penetrating damage.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
defend
Defence · §27.3c
Adjacent allies may use this figure’s printed defence, then apply their own modifiers.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
combat reflexes
Defence · §27.3d
+2 defence against close attacks, subject to the Rule of Three.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
energy shield/deflection
Defence · §27.3e
+2 defence against ranged attacks, subject to the Rule of Three.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
barrier
Defence · §27.3f
Power action, minimum range 4: place up to four distinct connected blocking markers, at least one in line of fire. They expire at your next turn even if Barrier is lost.Partial automation
Single-square connected markers; stacking with existing markers is more restrictive than official placement.
mastermind
Defence · §27.3g
When an opposing damaging attack would hit, an eligible adjacent friendly figure may become the hit target instead. It must cost less or share a keyword, and cannot already be hit by the attack. Select your preferred ally in advance in this game.Partial automation
Preselects an ally rather than pausing at the hit; simultaneous multi-target timing is simplified.
willpower
Defence · §27.3h
At the start of your turn, roll a d6: on 5–6 remove one action token. There is no pushing damage in this rules mode.Partial automation
Optional beginning-turn roll is taken automatically.
invincible
Defence · §27.3i
Reduces damage by 2, including penetrating damage.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
impervious
Defence · §27.3j
Reduce damage taken by 2. Against attack damage, a d6 result of 5–6 reduces it to zero. Cannot reduce penetrating damage.Partial automation
The optional defensive roll is taken automatically.
regeneration
Defence · §27.3k
Power action: heal half a d6 result, rounded up.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
invulnerability
Defence · §27.3l
Reduce damage taken by 2, including non-attack damage. Cannot reduce penetrating damage.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
ranged combat expert
Damage · §27.4a
Automatically adds +1 attack and +1 damage to ranged attacks.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
battle fury
Damage · §27.4b
Prevents normal ranged attacks, Mind Control and opposing action tokens. Terrain ranged attacks are allowed. Ignores opposing Shape Change.Partial automation
Attack, token and Mind Control restrictions supported; Carry is not generally automated.
support
Damage · §27.4c
Power action: choose an adjacent friendly figure and heal half a d6 result, rounded up.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
exploit weakness
Damage · §27.4d
All close attack damage is penetrating.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
enhancement
Damage · §27.4e
Adjacent friendly figures gain +1 damage on ranged attacks.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
probability control
Damage · §27.4f
Once per turn, reroll a target character’s attack or breakaway roll within range and line of fire, minimum 4. This game automatically chooses failed friendly or successful opposing rolls.Partial automation
Automatic reroll policy replaces the player’s optional timing decision.
shape change
Damage · §27.4g
Before targeting, roll a d6: 5–6 prevents this attacker from targeting the figure for the rest of the turn. Choose another target or finish the action.Partial automation
Ordinary and held-terrain attack retargeting supported; area, TK launch and controlled attack timing are incomplete.
close combat expert
Damage · §27.4h
Automatically adds +1 attack and +1 damage to close attacks.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
empower
Damage · §27.4i
Adjacent friendly figures gain +1 damage on close attacks.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
perplex
Damage · §27.4j
Free action: minimum range 4 and line of fire. Modify speed, attack, defence or range by ±1 until your next turn. Damage cannot be chosen. Modifiers stack subject to the Rule of Three.Core behaviour automated
Subject to the global limitations below; not a tournament certification.
outwit
Damage · §27.4k
Free action, minimum range 4 and line of fire: choose any standard power or one printed special power. The target cannot use it until your next turn. Individual special-power selection is not yet represented by this engine.Partial automation
Standard-power selection supported. A generic special selection suppresses all white slots instead of choosing one named special power.
leadership
Damage · §27.4l
Your team action total increases by 1 while a friendly figure has Leadership. At turn start, roll a d6: 5–6 removes a token from an eligible adjacent ally (lower points or shared keyword).Partial automation
Action total supported. Optional token-removal target is chosen automatically rather than by the player.

Other rules and special-card coverage

Attuma’s water and Atlantis effects, Mole Man’s Carry/debris effects and Venom’s historical Web Tendrils are labelled partial. Venom no longer receives unrestricted modern Telekinesis from an old “option 1” reference. Other imported card text remains visible for manual resolution.

Full per-character coverage data

Checks completed

Automated regression checks cover action economy, attacks and reducers, movement and authored paths, power sequencing, objects and terrain, special-card conditions, local/online command parity, map connectivity, AI turns and Three.js environment construction. The repository contains the executable tests. Visual rendering and every combination of card effects are not certified by these checks.