CITY OF HEROES SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Battle between Superheroes & Villains.
Takes place in the City of Heroes Universe.
Each figure (unit) represents a single Hero or Villain.
DISCLAIMER
COH is a licensed, copyrighted, trademarked property.
This is just a fan site.
VICTORY
Destroy all opposing Units.
THE MAP
Use a 12 x12 Hexmap.
SETUP
The Hero player gets 6 Heroes.
The Villain Player picks 1 Villain Group.
A Villain Group will have 15 units.
Each player places one unit on each square of his back row.
Units may not stack.
Heroes go first.
THE ACTION DECK
Players (Heroes & Villains) share a common deck.
THE HERO TEAM
The Hero must build his Hero Team.
A Team will have 6 Members.
Each Hero is assigned 4 Power Sets:
1 Primary Power Set appropriate to the Character type
1 Secondary Power Set appropriate to the Character type
1 Skill Power Set from the Skill Power Sets List
1 Travel Power Set from the Travel Power Sets List
A Team may have a maximum of 2 Tankers.
Be Sure to name your Heroes.
HERO TYPES
There are 5 Types of Heroes:
Blasters, Controllers, Defenders, Scrappers, Tankers
HERO STAT TABLE
Type Hits
Blasters 4
Controllers 4
Defenders 6
Scrappers 6
Tankers 8
POWER SETS
Below are lists of the available Power Sets for each Hero Type.
A Table for each Set is posted towards the end of these Rules.
PRIMARY POWER SETS
Blasters: Assault Rifle, Electrical Blast, Energy Blast, Fire Blast, Ice Blast
Controllers: Earth Control, Fire Ctrl, Gravity Ctrl, Ice Ctrl, Illusion Ctrl, Mind Ctrl
Defender: Dark Miasma, Empathy, Force Field, Kinetics, Radiation Emission, Storm Summoning
Scrapper: Broadsword, Claws, Dark Melee, Katana, Martial Arts, Spines
Tanker: Fiery Aura, Ice Armor, Invulnerability, Stone Armor
SECONDARY POWER SETS FOR BLASTERS
Blasters: Devices, Electricity Manip, Energy Manip, Fire Manip, Ice Manipulation
Controllers: Empathy, Force Field, Kinetics, Radiation Emission, Storm Summoning
Defenders: Dark Blast, Electrical Blast, Energy Blast, Psychic Blast, Radiation Blast
Scrappers: Dark Armor, Invulnerability, Regeneration, Super Reflexes
Tankers: Battle Axe, Energy Melee, Fiery Melee, Ice Mle, Stone Mle, Super Str, War Mace
SKILL POWER SETS FOR ALL HEROES
Concealment, Fighting, Fitness, Leadership, Medicine, Presence
TRAVEL POWER SETS FOR ALL HEROES
Leaping, Flight, Speed, Teleportation
VILLAINS
See the bottom of the page for Villain Gang Unit Lists & Power Sets.
TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
1. Action Phase
2. Move Phase
3. Fight Phase
4. Recovery Phase
ACTION PHASE
Draw 5 cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Play (discard) a Move card or Special Power card to move one of your units.
The Move card or Power has a number, which is the number of spaces the unit moves.
Moves are diagonal or orthogonal.
Units cannot move through other units except for Flyers.
When Teleporting, the Unit may go to any empty space in sight of the Teleporter.
FIGHT PHASE
Play (discard) an Attack card or Power card to have a unit attack.
Each attack will have a range.
Attacks are diagonal or orthogonal.
Units cannot attack through other units.
Adjacent attacks affect every unit in a space touching that of the attacker.
Area Affect attacks effect the target space & every adjacent space.
Attacks do Damage. Use Damage Counters to record damage.
Each point of Damage reduces a Units Hits by 1.
Units reduced to zero hits are knocked out (KO).
KO units are no longer functional for the rest of the battle.
Units hit by a stun attack cannot move, defend, or attack next turn.
Units hit by a Knock Back (KB) must move 1 space away from the
Center of the attack or the source of the attack.
Dodge cards can be played to completely negate the effect of an attack on a target.
Resist cards reduce the damage done by an attack.
Cone Attacks affect 1 space at range = 1, 2 spaces at range =2, and so on.
RECOVERY PHASE
Units that took damage from a Fire attack this turn take 1 additional point of damage now.
Healing Powers can be used in this phase.
If a Unit is Knocked out Healing won’t work.
A Revive Power will return a KO unit back to action with 1 Hit.
Max hand size = 10 cards.
Discard excess cards.
ACTION LIMITS
Each Unit may only move once a turn and attack once per turn.
SPECIAL POWERS
Discard a Special Power Card (SPC) to activate (use) a unit’s special power.
The SPC are numbered 1 to 9. (SPC-1, SPC-2, etc…)
These numbers correspond to the ranks of the Powers on every primary & secondary Power List.
For example: Lets say you have a Blaster Hero with the Assault Rifle & Device Power Sets.
You have SPC-3 in your hand. You can use the card to have the Hero use his
Buckshot Power or his Taser Power, or you can use the card to activate a
Power of another Hero in play you control.
TERTIARY POWERS
This includes Travel & Skill Power Sets.
These power sets are more limited than the Primary & Secondary sets.
Any type of hero can have any type of Tertiary set.
They work like Special Powers except that they use TPC and not SPC cards.
TAUNTING
Target Unit must move towards or attack the Taunter next turn or
Opponent must discard 1 Action card.
CARD LIST NOTATION
M = Movement
A = Attack
D = Dodge (completely negates target attack)
R = Resist (negates X damage from target attack)
P = Power Card
E = Enhancement (Target friendly Attack)
H = Heal
Type = Purpose of card
Range = Distance in spaces of Move or Attack
Dam = Damage
SL = Self (Range)
KN = as a Knight Moves in Chess (Range)
# = Number of that type of card in the deck
ACTION DECK CARD LIST
Name: # Type Range Dam Notes:
Walk 4 M 1 -
Run 4 M 2 -
Sprint 4 M 3 -
Maneuver 4 M KN -
Evasion 2 D SL -
Block 2 R SL 1
Resist 2 R SL - Target Stun/KB/Interrupt
Punch 2 A 1 1
Kick 2 A 1 1
Accuracy 2 E - - Range of Friendly Attack +/-1
Damage 2 E - - Friendly Attack does +1 Damage
Stun 2 E - - Friendly Attack causes Stun
Knock Back 2 E - - Friendly Attack causes KB
Recover 2 H SL - Heal 1 Damage
SPC-1 2 P
SPC-2 2 P
SPC-3 2 P
SPC-4 2 P
SPC-5 2 P
SPC-6 2 P
SPC-7 2 P
SPC-8 2 P
SPC-9 2 P
TPC-1 2 P
TPC-2 2 P
TPC-3 2 P
TPC-4 2 P
POWER SET NOTATION
M = Movement
A = Attack
AA = Area Attack
AJ = Adjacent Attack
AC = Cone Attack
D = Dodge (completely negates target attack)
R = Resist (negates X damage from target attack)
E = Enhancement (Target friendly Attack)
H = Heal
F = Fire
K = Knock Back (KB)
S = Stun
I = Immobilize (Interrupt & Stop Target Move at any point)
Type = Purpose of Power
Range = Distance in spaces of Move or Attack
Dam = Damage
SL = Self (Range)
KN = as a Knight Moves in Chess (Range)
T = Taunt
U = Summon Unit
X = Fear (Like KB, but the affected unit(s) move 2 Spaces)
Z = Control (You may attack or move using the Controlled unit this turn)
Free = Does not count vs 1 attack per turn limit
RCFO = Random Card From Opponent
OMD = Opponent Must Discard
ASSAULT RIFLE POWER SET (PRIMARY BLASTER)
Rank Name Type Range Dam Notes
1 Burst AC 3 1 Lethal; Free
2 Slug A 4 1K Lethal
3 Buckshot AC 2 1K Lethal
4 M30 Grenade AA 3 1 Lethal
5 Beanbag A 2 1S Smash
6 Sniper Rifle A 5 2 Lethal
7 Flame Thrower AC 2 2F Fire
8 Ignite AA 2 1F Fire
9 Full Auto AC 3 2 Lethal
ELECTRICAL BLAST POWER SET (PRIMARY BLASTER)
Rank Name Type Range Dam Notes
1 Charged Bolts AC 2 1 Free
2 Lightning Bolt A 4 1K
3 Ball Lightning A 3 1S
4 Short Circuit AJ 1 1S
5 Aim E - - Range of Attack by Self +/-1
6 Zapp A 5 1S
7 Tesla Cage A 2 1S
8 Voltaic Sentinel U 1 - Sentinel
9 Thunderous Sphere AA 3 1SK
Notes: The Sentinel has 4 Hits and automatically loses 1 Hit in Heal Phase.
Treat the Sentinel as a Hero Blaster with the Electrical Blast Power Set.
A Sentinel cannot summon a second Sentinel.
Note: All attacks are Electrical
ENERGY BLAST POWER SET (PRIMARY BLASTER)
Rank Name Type Range Dam Notes
1 Power Bolt A 3 1 Free
2 Power Blast A 2 1S
3 Energy Torrent AC 3 1
4 Power Burst A 2 1K
5 Sniper Blast A 5 1K
6 Aim E - - Range of Attack by Self +/-1
7 Power Push AC 4 1K
8 Explosive Blast AA 3 1K
9 Nova AA 4 1SK
Note: All attacks are Energy & Smash
FIRE BLAST POWER SET (PRIMARY BLASTER)
Rank Name Type Range Dam Notes
1 Flares A 2 1F Free
2 Fire Blast A 3 1F
3 Fire Ball AA 3 1F
4 Rain of Fire AA 2 1F
5 Fire Breath AC 2 1F
6 Aim E SL - Range of Attack by Self +/-1
7 Blaze A 1 1F
8 Blazing Bolt A 4 1F
9 Inferno AJ 1 2F
Note: All attacks are Fire
ICE BLAST POWER SET (PRIMARY BLASTER)
Rank Name Type Range Dam Notes
1 Ice Bolt A 3 1 Smash; Free
2 Ice Blast A 2 1 OMD 1 Random card
3 Frost Breath AC 2 1S
4 Aim E SL - Range of Attack by Self +/-1
5 Freeze Ray A 4 1S
6 Ice Storm AA 2 1S
7 Bitter Ice Blast A 2 2S
8 Bitter Freeze Ray A 3 2S
9 Blizzard AA 3 1S
Note: All attacks are Cold
DEVICES POWER SET (SECONDARY BLASTER)
Rank Name Type Range Dam Notes
1 Web Grenade AA 2 S
2 Caltrops I 3 1
3 Taser A 2 1S
4 Targeting Drone E - - Range of Attack by Self +/-1
5 Smoke Grenade AA 3 S
6 Cloaking Device D SL -
7 Trip Mine I 4 2 Lethal
8 Time Bomb U 1 - Lethal; Time Bomb
9 Auto Turret U 1 - Auto Turret
The Time Bomb goes off in 2 Turns: Area Affect for 2 Damage & Knock Back.
The Auto turret has 2 Hits & cannot move. It can use the Assault Rifle Power Set.
The Turret runs out of ammo after 5 Attacks.
ELECTRICAL MANIPULATION POWER SET (SECONDARY BLASTER)
Rank Name Type Range Dam Notes
1 Electrical Fence I 3 1
2 Charged Brawl A 1 1 Smash
3 Lightning Field AA 2 1
4 Havoc Punch A 1 1K
5 Build Up E SL - Attack by Self does +2 Damage
6 Lightning Clap AJ 1 1SK
7 Thunder Strike A 3 1S
8 Power Sink A 2 1 Heal Self 1 Hit
9 Shocking Grasp A 1 2S
Note: All attacks are Electrical
ENERGY MANIPULATION POWER SET (SECONDARY BLASTER)
Rank Name Type Range Dam Notes
1 Power Thrust A 1 1K Smash; Free
2 Energy Punch A 1 1S Smash
3 Build Up E SL - Attack by Self does +2 Damage
4 Bone Smasher A 1 2K Smash
5 Conserve Power H SL 1
6 Stun A 1 2S
7 Power Boost E 1 - Attack by Target does +2 Damage
8 Boost Range E SL - Ranged Attack gets +1 Range
9 Total Focus A 1 3S
Note: All attacks are Energy
FIRE MANIPULATION POWER SET (SECONDARY BLASTER)
Rank Name Type Range Dam Notes
1 Ring of Fire I 3 1
2 Fire Sword A 1 1F Lethal
3 Combustion A 1 2F
4 Fire Sword Circle AJ 1 1F Lethal
5 Build Up E SL - Attack by Self does +2 Damage
6 Blazing Aura AJ 1 1F Free
7 Consume AJ 1 2F
8 Burn AA 2 1F
9 Hot Feet AA 3 1X
Note: All attacks are Fire
ICE MANIPULATION POWER SET (SECONDARY BLASTER)
Rank Name Type Range Dam Notes
1 Chilblain I 2 1
2 Frozen Fists A 1 1 Smash; Free
3 Ice Sword A 1 2S Lethal
4 Chilling Embrace A 1 1S Smash
5 Build Up E SL - Attack by Self does +2 Damage
6 Ice Patch AA 3 S OMD 1 Random card
7 Shiver AC 3 1S
8 Freezing Touch A 1 2S
9 Frozen Aura AJ 1 2S
Note: All attacks are Cold
EARTH CONTROL POWER SET (PRIMARY CONTROLLER)
Rank Name Type Range Dam Notes
1 Stone Prison A 1 S
2 Fossilize AC 2 1S
3 Stone Cages AC 3 1S
4 Quicksand AA 2 S
5 Salt Crystals AA 3 S
6 Stalagmites A 3 2 Lethal
7 Earthquake AC 5 1S Smash
8 Volcanic Gasses AA 4 1S
9 Animate Stone U 1 - Stone Golem
Notes: The Stone Golem has 8 Hits and automatically loses 2 Hits in Heal Phase.
Treat the Golem as a Hero Tanker with Stone Armor & Stone Melee
GRAVITY CONTROL POWER SET (PRIMARY CONTROLLER)
Rank Name Type Range Dam Notes
1 Crush A 2 1S
2 Lift A 3 1S Free
3 Gravity Distortion AC 3 S
4 Propel A 4 1K
5 Crushing Field AA 2 2
6 Dimension Shift D 2 -
7 Grav Distortion Field AA 4 S
8 Fold Space M 1 - Teleport
9 Wormhole A KN - Target Removed from Play
Note: All attacks are Smash
FIRE CONTROL POWER SET (PRIMARY CONTROLLER)
Rank Name Type Range Dam Notes
1 Ring of Fire I 3 1
2 Char A 2 1F
3 Fire Cage A 3 1SF
4 Smoke DJ 1 - Negates target Attack into Smoke
5 Hot Feet AA 3 1X
6 Flashfire AC 3 1F
7 Cinders AA 3 1SF
8 Bonfire AA 2 1F
9 Fire Imp U 1 -
Notes: Fire Imp has 1 Hit.
Treat Fire Imp as a Hero Controller with the Ice Control Power Set
Note: All attacks are Fire
ICE CONTROL POWER SET (PRIMARY CONTROLLER)
Rank Name Type Range Dam Notes
1 Chilblain I 2 1
2 Block of Ice A 3 1S Smash
3 Frostbite A 2 2S
4 Arctic Air AC 4 1S
5 Shiver AC 3 1S
6 Ice Slick AA 3 S OMD 1 Random card
7 Flash Freeze AA 2 1S
8 Glacier AA 3 1S
9 Jack Frost U 1 -
Notes: Jack Frost has 1 Hit.
Treat Jack Frost as a Hero Controller with the Ice Control Power Set
Note: All attacks are Cold
ILLUSION CONTROL POWER SET (PRIMARY CONTROLLER)
Rank Name Type Range Dam Notes
1 Spectral Wounds A 3 1
2 Blind A 2 S Free
3 Deceive A 2 Z
4 Flash AC 3 S
5 Invisibility D SL -
6 Group Invisibility DJ 1 -
7 Phantom Army AA 3 S
8 Spectral Terror AA 4 X
9 Phantasm U 2 -
Notes: The Phantasm has 1 Hit.
Treat the Phantasm as a Hero Controller with the Flying & Illusion Control Power Sets.
MIND CONTROL POWER SET (PRIMARY CONTROLLER)
Rank Name Type Range Dam Notes
1 Mesmerize A 2 1S
2 Levitate A 3 2
3 Dominate A 3 1S
4 Confuse A 3 Z
5 Mass Hypnosis AA 2 1S
6 Telekinesis E 2 - Ally gets Flying Move of Range = 3
7 Total Domination AA 3 1S
8 Terrify AC 3 1X
9 Mass Confusion AA 2 Z
Note: All attacks are Psionic
EMPATHY POWER SET (PRIMARY DEFENDER)
Rank Name Type Range Dam Notes
1 Healing Aura HJ 1 1
2 Heal Other H 2 1
3 Absorb Pain H 1 3 Empath takes 2 Damage
4 Resurrect H 1 - Revive
5 Clear H 1 - Target Stun/KB/Immobilize
6 Fortitude R 1 1 All attacks this turn
7 Recovery Aura HJ 1 - All Stun/KB/Immobilize this turn
8 Regeneration Aura HJ 1 2
9 Adrenaline Boost E 2 - Target has no limit to Attacks/Moves
FORCE FIELD POWER SET (PRIMARY DEFENDER)
Rank Name Type Range Dam Notes
1 Personal Force Field R SL 1 All attacks this turn
2 Deflection Shield R 2 1 Target Attack
3 Force Bolt A 3 1K Free
4 Insulation Shield R SL 3 Only vs Fire/Cold/Energy/Electric
5 Detention Shield I 3 S
6 Dispersion Bubble AJ 1 1K
7 Repulsion Field RJ 1 1 No unit may move into Field
8 Repulsion Bomb AA 3 1K
9 Force Bubble RA 2 1 No unit may move into Bubble
Note: All attacks are Smash
KINETICS POWER SET (PRIMARY DEFENDER)
Rank Name Type Range Dam Notes
1 Transfusion H 1 1
2 Siphon Power A 1 1 OMD 1 Random card
3 Repel A 1 1K
4 Siphon Speed I 1 - Move Self (Range = 2)
5 Increase Density R 1 2 Also Stun/KB/Immobilize
6 Speed Boost M 4 -
7 Inertial Reduction M 3 - Leap
8 Transference I 2 1 Heal Self 1 Hit
9 Fulcrum Shift AJ 1 1S Steal 1 RCFO
RADIATION EMISSION POWER SET (PRIMARY DEFENDER)
Rank Name Type Range Dam Notes
1 Radiation Emission HJ 1 1 Heal Self 1 Hit
2 Radiation Infection A 3 1SF
3 Accelerate Metabolism H SL 1 Move & Damage +1 this turn
4 Enervating Field AA 3 1S
5 Mutation H 1 - Revive
6 Lingering Radiation I 3 1
7 Choking Cloud AA 2 1S
8 Fallout AA 4 1F
9 EMP Pulse AJ 2 1S
Note: All attacks are Energy
STORM SUMMONING POWER SET (PRIMARY DEFENDER)
Rank Name Type Range Dam Notes
1 Gale AC 3 K Free
2 O2 Boost HJ 1 1 Also removes Stun effects
3 Snow Storm AA 2 1S Cold
4 Steamy Mist RJ 1 2 Vs Fire/Cold/Energy this turn
5 Fog DJ 1 - Negates target Attack into Fog
6 Hurricane AJ 1 2K Smash; Move Self (Range = 2)
7 Thunder Clap AJ 1 1K Energy
8 Tornado AA 4 1K Smash
9 Lightning Storm AA 3 2S Electrical
DARK BLAST POWER SET (SECONDARY DEFENDER)
Rank Name Type Range Dam Notes
1 Dark Blast A 3 1 Smash: Free
2 Gloom A 2 1S
3 Moon Beam A 5 1
4 Dark Pit AA 3 1S
5 Tenebrous Tentacles AC 3 1S Smash
6 Night Fall AA 2 1S
7 Torrent AC 1 1K Smash
8 Life Drain A 2 1 Heal Self 1 Hit
9 Black Star AJ 1 3S
Note: All attacks are Negative Energy
PSYCHIC BLAST POWER SET (SECONDARY DEFENDER)
Rank Name Type Range Dam Notes
1 Mental Blast A 3 2
2 Subdue A 2 1S
3 Psionic Lance A 5 1 Lethal
4 Psychic Scream AC 3 1
5 Telekinetic Blast A 4 1K Smash
6 Will Domination A 2 Z
7 Psionic Tornado AA 3 1
8 Scramble Thoughts A 3 1S
9 Psychic Wail AJ 1 2S
Note: All attacks are Psionic
RADIATION BLAST POWER SET (SECONDARY DEFENDER)
Rank Name Type Range Dam Notes
1 Neutrino Bolt A 3 1
2 X-Ray Beam A 4 1
3 Irradiate AA 2 1F
4 Electron Haze AC 3 1K
5 Proton Volley A 5 1
6 Aim E SL - Range of Attack by Self +/-1
7 Cosmic Burst A 2 2S
8 Neutron Bomb AA 3 2
9 Atomic Blast AA 4 3S
Note: All attacks are Energy
MARTIAL ARTS POWER SET (PRIMARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Thunder Kick A 1 1 Smash; Free
2 Storm Kick A 1 2 Smash
3 Cobra Strike A 1 1S Lethal
4 Focus Chi E SL - Attack by Self does +2 Damage
5 Crane Kick A 1 2K Smash
6 Crippling Axe Kick A 1 2S Smash
7 Warriors Challenge T - - Taunt
8 Dragon’s Tail AJ 1 2K Smash
9 Eagle’s Claw A 1 3S Lethal
CLAWS POWER SET (PRIMARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Swipe A 1 1 Free
2 Strike A 1 2 Free
3 Slash A 1 3 Free
4 Spin AJ 1 1
5 Taunt T - - Taunt
6 Follow Up A 1 2 Free
7 Focus E SL - Attack by Self does +2 Damage
8 Eviscerate A 1 4
9 Shockwave AC 2 2K Smash
Note: All attacks (except Shockwave) are Lethal
DARK MELEE POWER SET (PRIMARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Shadow Punch A 1 1 Smash; Free
2 Smite A 1 2 Smash
3 Shadow Maul AJ 1 1 Smash
4 Touch of Fear A 1 1X
5 Taunt T 2 - Taunt
6 Siphon Life A 1 1 Heal Self 1 Hit
7 Dark Consumption AJ 1 1 Heal Self 1 Hit
8 Soul Drain AJ 1 2 Your next attack does +1 Damage
9 Midnight Grasp A 1 3SF Smash
Note: All attacks are Negative Energy
BROAD SWORD OR KATANA POWER SET (PRIMARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Hack A 1 1
2 Slash A 1 2
3 Slice AJ 1 1
4 Build Up E SL - Attack by Self does +2 Damage
5 Taunt T - - Taunt
6 Parry D SL -
7 Whirling Sword AJ 1 2
8 Disembowel A 1 3
9 Head Splitter A 1 4
Note: All attacks are Lethal
SPINES POWER SET (PRIMARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Barb Swipe A 1 1 Free
2 Lunge I 1 1
3 Spine Burst A 2 1
4 Build Up E SL - Attack by Self does +2 Damage
5 Taunt T - - Taunt
6 Impale A 1 2S
7 Quills AJ 1 1S
8 Ripper AC 2 2K
9 Throw Spines AC 3 1S
Note: All attacks are Lethal
DARK ARMOR POWER SET (SECONDARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Dark Embrace R SL 1 Smash
2 Death Shroud AJ 1 1
3 Murky Cloud R SL 3 All Fire/Cold/Energy/Electric this turn
4 Obsidian Shield R SL - All Stun/KB/Immobilize/Psionic this turn
5 Dark Regeneration AJ 1 1 Heal Self 1 Hit
6 Cloak of Darkness D SL -
7 Cloak of Fear AJ 1 X
8 Oppressive Gloom AA 2 1S
9 Soul Transfer AJ 1 1 Revive
Note: All attacks are Negative Energy
REGENERATION POWER SET (SECONDARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Fast Healing H SL 1
2 Reconstruction H SL 1
3 Quick Recovery H SL 1
4 Resist Disorientation R SL - Target Stun/KB/Immobilize
5 Integration H SL 2
6 Dull Pain R SL 1 All attacks this turn
7 Instant Healing H SL 2
8 Revive H SL - Revive
9 Moment of Glory R SL - All Stun/KB/Immobilize this turn
SUPER REFLEXES POWER SET (SECONDARY SCRAPPER)
Rank Name Type Range Dam Notes
1 Focused Fighting D SL - Vs Melee Attack
2 Focused Senses D SL - Vs Ranged (Non AA) Attack
3 Agile D SL - Vs Ranged (Non AA) Attack
4 Practiced Brawler R SL 1 All attacks this turn
5 Dodge D SL - Vs Melee Attack
6 Quickness R SL - Vs Stun/KB/Immobilize
7 Lucky D SL - Vs AA Attack
8 Evasion D SL - Vs AA Attack
9 Elude D SL - Vs Any Attack
INVULNERABILITY POWER SET (PRIMARY TANKER)
Rank Name Type Range Dam Notes
1 Resist Physical Dam R SL 2 Target Smash/Lethal Attack
2 Temp Invulnerability R SL 2 Target Attack
3 Dull Pain R SL 1 All attacks this turn
4 Resist Elements R SL 3 All Fire/cold attacks this turn
5 Unyielding Stance R SL - Target Stun/KB
6 Resist Energies R SL 3 All Energy/Electric attacks this turn
7 Invincibility R SL 2 All attacks this turn
8 Tough Hide R SL 4 Target Attack
9 Unstoppable R SL - All Stun/KB/Immobilize this turn
FIERY AURA POWER SET (PRIMARY TANKER)
Rank Name Type Range Dam Notes
1 Blazing Aura AJ 1 1F Free
2 Fire Shield R SL 1 Target Attack
3 Healing Flames H S 1
4 Temp Protection R SL 3 All Fire/cold attacks this turn
5 Consume AJ 1 2F
6 Plasma Shield R SL 2 Target Attack
7 Burn AA 2 1F
8 Fiery Embrace A 1 3
9 Rise of the Pheonix H SL - Revive
Note: All attacks are Fire
ICE ARMOR POWER SET (PRIMARY TANKER)
Rank Name Type Range Dam Notes
1 Frozen Armor R SL 1 All attacks this turn
2 Hoarfrost H SL 1
3 Chilling Embrace A 1 1S Smash
4 Wet Ice R SL 2 All Stun/KB/Immobilize this turn
5 Permafrost R SL 4 All Fire/cold attacks this turn
6 Icicles AJ 1 1 Lethal
7 Glacial Armor R SL 3 All attacks this turn
8 Energy Absorption R SL 4 All Energy/Electric attacks this turn
9 Hibernate H SL 2 Only if you did not attack this turn
Note: All attacks are Cold
STONE ARMOR POWER SET (PRIMARY TANKER)
Rank Name Type Range Dam Notes
1 Rock Armor R SL 1 All attacks this turn
2 Stone Skin R SL 2 All Lethal attacks this turn
3 Earth’s Embrace H SL 2 All Smash attacks this turn
4 Mud Pots IJ 1 1
5 Rooted R SL - All Stun/KB/Immobilize this turn
6 Brimstone Armor R SL 4 All Fire/cold attacks this turn
7 Mineral Armor R SL 4 All Psionic attacks this turn
8 Crystal Armor R SL 4 All Energy/Electric attacks this turn
9 Granite Armor R SL 3 All attacks this turn
BATTLEAXE POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Gash A 1 1K Free
2 Chop A 1 2K
3 Taunt T - - Taunt
4 Beheader A 1 3K
5 Build Up E SL - Attack by Self does +2 Damage
6 Swoop A 1 1S
7 Whirling Axe AJ 1 1K
8 Cleave A 1 4K
9 Pendulum AC 2 1K
Note: All attacks are Lethal
ENERGY MELEE POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Barrage A 1 1S Smash; Free
2 Energy Punch A 1 1S Smash
3 Taunt T - - Taunt
4 Bone Smasher A 1 2S Smash
5 Whirling Hands AJ 1 1S
6 Stun A 1 1S
7 Build Up E SL - Attack by Self does +2 Damage
8 Energy Transfer A 1 2 Heal Self 1 Hit
9 Total Focus A 1 3S
Note: All attacks are Energy
STONE MELEE POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Stone Fist A 1 1 Free
2 Stone Mallet A 1 1K
3 Taunt T - - Taunt
4 Heavy Mallet A 1 2K
5 Build Up E SL - Attack by Self does +2 Damage
6 Fault AA 2 1K
7 Hurl Boulder A 3 2K
8 Tremor AJ 1 1K
9 Seismic Smash A 1 3S
Note: All attacks are Smash
FIERY MELEE POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Scorch A 1 1 Free
2 Fire Sword A 1 1F Lethal
3 Taunt T - - Taunt
4 Combustion A 1 2F
5 Breath of Fire AC 2 1F
6 Build Up E SL - Attack by Self does +2 Damage
7 Fire Sword Circle AJ 1 1F Lethal
8 Incinerate A 2 2F
9 Greater Fire Sword A 1 3F Lethal
Note: All attacks are Fire
ICE MELEE POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Frozen Fists A 1 1 Free
2 Ice Sword A 1 2S Lethal
3 Taunt T - - Taunt
4 Frost AC 3 1S
5 Build Up E SL - Attack by Self does +2 Damage
6 Ice Patch AA 3 S OMD 1 Random card
7 Freezing Touch A 1 2S
8 Greater Ice Sword A 1 3S Lethal
9 Frozen Aura AJ 1 2S
Note: All attacks are Cold
SUPER STRENGTH POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Jab A 1 1S Free
2 Punch A 1 1K
3 Taunt T - - Taunt
4 Haymaker A 1 2K
5 Hand Clap AJ 1 1S
6 Knockout Blow A 1 2SK
7 Rage E SL - Attack by Self does +2 Damage
8 Hurl A 2 2K
9 Foot Stomp AJ 1 1K
Note: All attacks are Smash
WAR MACE POWER SET (SECONDARY TANKER)
Rank Name Type Range Dam Notes
1 Bash A 1 1 Free
2 Pulverize A 1 1S
3 Taunt T - - Taunt
4 Clobber A 1 2S
5 Build Up E SL - Attack by Self does +2 Damage
6 Jawbreaker A 1 3S
7 Whirling Mace AJ 1 2
8 Shatter A 1 3K
9 Crowd Control AC 2 2K
Note: All attacks are Smash
CONCEALMENT POWER SET (TERTIARY SKILL)
Rank Name Type Range Dam Notes
1 Stealth D SL -
2 Grant Invisibility D 1 - Adjacent target Friendly Unit
3 Invisibility - - - Look at opponents Hand
4 Phase Shift D SL - You cannot attack next turn
Notes: A Unit may play Stealth only if it did not attack last turn.
FIGHTING POWER SET (TERTIARY SKILL)
Rank Name Type Range Dam Notes
1 Boxing A 1 1 Smash; Free
2 Kick A 1 1K Smash
3 Tough R SL 1
4 Weave D SL -
FITNESS POWER SET (TERTIARY SKILL)
Rank Name Type Range Dam Notes
1 Swift M 2 -
2 Hurdle M 1 -
3 Health R SL 1
4 Stamina R SL 1
LEADERSHIP POWER SET (TERTIARY SKILL)
Rank Name Type Range Dam Notes
1 Tactics EJ 1 - Range of Attack +/-1
2 Maneuvers D 1 - Adjacent target Friendly Unit
3 Assault E 1 - Attack does +2 Damage
4 Vengeance - - - Draw 3 cards
Note: Tactics affects attacks made by all adjacent units this turn.
Assault affects only one Adjacent target Friendly Unit
Only play Vengeance when a friendly unit dies.
MEDICAL POWER SET (TERTIARY SKILL)
Rank Name Type Range Dam Notes
1 Aid Other H 1 1
2 Stimulant R 1 - Stun/KB/Immobilize
3 Aid Self H SL 1
4 Resuscitate H 1 - Revive
PRESENCE POWER SET (TERTIARY SKILL)
Rank Name Type Range Dam Notes
1 Challenge T - - Taunt
2 Provoke T - - Taunt
3 Intimidate A 2 X
4 Invoke Panic AJ 1 X
FLIGHT POWER SET (TERTIARY TRAVEL)
Rank Name Type Range Dam Notes
1 Hover M 2 -
2 Air Superiority I 1 1 Smash
3 Fly M 4 -
4 Group Fly M 3 - Self Plus all adjacent Friendly Units
LEAPING POWER SET (TERTIARY TRAVEL)
Rank Name Type Range Dam Notes
1 Jump Kick A 1 1 Smash; Plus Move of Range = 1
2 Combat Jumping D - -
3 Super Jump M 3 -
4 Acrobatics R SL - All Stun/KB/Immobilize this turn
SPEED POWER SET (TERTIARY TRAVEL)
Rank Name Type Range Dam Notes
1 Flurry A 1 1 Free
2 Hasten M 2 -
3 Speed M 3 -
4 Whirlwind AJ 1 K Smash
TELEPORTATION POWER SET (TERTIARY TRAVEL)
Rank Name Type Range Dam Notes
1 Teleport Friend M 1 - Adjacent target Friendly Unit
2 Teleport Foe M 4 - Opposing Unit
3 Teleport M SL - Self
4 Group Teleport M 1 - Self Plus all adjacent Friendly Units
Note: Range is to target Unit being teleported.
The Unit may be teleported to any empty space the teleporter can see.
VILLAIN GANGS
Below are listed the various threats to Paragon City.
WARRIORS (VILLAIN GANG)
Street Gang common to Talos Island.
WARRIORS UNIT LIST
Unit Name Hits # of Units in Gang
Minion 2 8
Lieutenant 4 4
Boss 8 1
STREET THUG POWER SET
Rank Name Type Range Dam Notes
1 Boxing A 1 1 Smash; Free
2 Kick A 1 1K Smash
3 Brawl A 1 1 Smash
4 Heavy Revolver A 2 1K Lethal
5 Knife A 1 1 Lethal
6 Tough R 1 1 -
7 Sledgehammer A 1 2K Smash
8 Shotgun AC 2 1K Lethal
9 Submachine Gun AC 3 2 Lethal
WARRIOR GANG NOTES
Minions can only use the Street Thug Power Set.
Lieutenants and Bosses can each use 1 of the Following
Power Sets (pick 1 set for each such unit at start of game):
Street Thug, Assault Rifle, Broadsword, Battleaxe, Mace
LINKS
City of Heroes Official Site
Wiki Please Contribute!
Return to Mainpage