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©2013 WIZKIDS/NECA, LLC TM & © DC Comics. (s13) BATTLEFIELD CONDITION CARDS Text from Player’s Guide 6/12/2013

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Page 1: BATTLEFIELD CONDITION CARDS - HeroClixheroclix.com/wp-content/uploads/pnp/BattlefieldConditions/DC/DC... · BATTLEFIELD CONDITION CARDS Text from Player’s Guide 6/12/2013 ... Critical

©2013 WIZKIDS/NECA, LLC TM & © DC Comics. (s13)

BATTLEFIELD CONDITION CARDSText from Player’s Guide 6/12/2013

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©2013 WIZKIDS/NECA, LLC TM & © DC Comics. (s13) Text from Player’s Guide 6/12/2013.

PRINTING INSTRUCTIONS

1. From Adobe® Reader® or Adobe® Acrobat® open the print dialog box (File>Print or Ctrl/Cmd+P).

2. Under Pages to Print>Pages input the pages you would like to print. (See Table of Contents)

3. Under Page Sizing & Handling>Size select Actual size.

4. Under Page Sizing & Handling>Multiple> Pages per sheet select Custom and enter 3 by 3.

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5. Under Page Sizing & Handling>Multiple> Orientation select Landscape.

6. If you want a crisp black border around each card as a cutting guide, click the checkbox next to Print page border (under Page Sizing & Handling>Multiple).

7. Click OK.

PRINTING INSTRUCTIONS(CONTINUED)

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TABLE OF CONTENTS

Antimatter Universe, 32Bizarro World, 36Blackest Night, 38Brightest Day, 39Bright Lights, 7Communication Breakdown, 23Critical Strike, 20Day of Discord, 37Debris, 18Deep Shadows

–Legacy, 8 –Arkham Asylum, 34

De-Feated, 25

Defi ance, 24Dummy Battlefi eld Condition, 6Grounded, 33High Gravity, 30Infi ltration

–Icons, 13 –Arkham Asylum, 35

Internal Strife, 15Isolation, 29Madness, 14Mistrust, 22Ordinary Day

–Legacy, 9 –Icons, 17 –Crisis, 31

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Overconfi dence, 10Pacifi cation, 26Poor Teamwork, 11Protect the Innocent, 21Proximity Mines, 19Radiation Leak, 12Rally, 16Shrunk, 27Skyscrapers, 28

TABLE OF CONTENTS(CONTINUED)

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BF001

DUMMY BATTLEFIELD CONDITION

This card does not affect gameplay in any manner.

©2013 WIZKIDS/NECA, LLC

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BRIGHT LIGHTS

When determining line of fi re, ignore Stealth and team abilities that duplicate the effects of Stealth.

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DEEP SHADOWS

Treat all non-blocking terrain as hindering terrain for line of fi re purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can’t be modifi ed to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away.

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ORDINARY DAY

Cancel a single target battlefi eld condition.

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OVERCONFIDENCE

A character with Perplex may use it only on its own combat values.

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POOR TEAMWORK

Characters can’t be carried. Characters that have Telekinesis can’t target friendly characters with Telekinesis.

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RADIATION LEAK

When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.

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INFILTRATION

When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodifi ed speed values away from their starting areas.Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodifi ed speed values away from their starting areas.

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MADNESS

Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.

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INTERNAL STRIFE

Characters get +1 to their attack values whenever they make a close or ranged combat attacks against opposing characters with which they share the same team symbol.

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RALLY

Whenever the character with the highest point value remaining on your force is defeated, remove one action token from all characters on your force, as applicable, and then remove the defeated character from the game.

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ORDINARY DAY

Cancel a single target battlefi eld condition.

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DEBRIS

Each player must place three additional standard objects in addition to those included in their force.

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PROXIMITY MINES

At the end of a turn, if any character is in the same square as a non-held object or in a square adjacent to a non-held object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.

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CRITICAL STRIKE

At the beginning of each of the fi rst player’s turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.

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PROTECT THE INNOCENT

Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.

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MISTRUST

When characters that have the same team symbol or team ability are adjacent to each other, modify their defense value by -1, to a maximum of -1.

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COMMUNICATION BREAKDOWN

Before the beginning of the game’s fi rst turn, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modifi ed during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.

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DEFIANCE

When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.

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DE-FEATED

At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.

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PACIFICATION

When 4 or more damage would be dealt, reduce damage dealt by 1.

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SHRUNK

All characters with the damage symbol have the damage symbol instead. All range values are

halved, as is the range of all effects that have a range.

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SKYSCRAPERS

Elevated terrain is blocking terrain.

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ISOLATION

Combat values can’t be replaced by higher values.

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HIGH GRAVITY

Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the carrying character 1 damage after the action resolves.

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ORDINARY DAY

Cancel a single target battlefi eld condition.

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ANTIMATTER UNIVERSE

Critical hits do not increase damage dealt.

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GROUNDED

The Carry ability can’t be used.

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DEEP SHADOWS

Treat all non-blocking terrain as hindering terrain for line of fi re purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can’t be modifi ed to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away.

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INFILTRATION

When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodifi ed speed values away from their starting areas.Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodifi ed speed values away from their starting areas.

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BIZARRO WORLD

A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage.After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.

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DAY OF DISCORD

Combat values cannot be replaced by the combat values of other characters.

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BLACKEST NIGHT

Characters can’t be healed by standard powers or team abilities unless they possess the Black Lantern Corps keyword.

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BRIGHTEST DAY

Characters do not take pushing damage for receiving a second action token to use Regeneration or Support.