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games : HeroClix : Collateral Damage (DC)
The Spectre figure image: click to enlarge

The Spectre:

2006 Convention Exclusive

Scenario Rules:
The Spectre is not affected by knockback. The Spectre cannot capture or be captured. Characters and terrain do not block or impose the hindering terrain modifier on lines of fire drawn to or from The Spectre. The Spectre may make a ranged combat attack against characters with which it is not adjacent even when The Spectre is adjacent to another character.

The Spectre ignores Phasing/Teleport on its combat dials. The Spectre ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. The Spectre cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Spectre is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Spectre ignores that use of Perplex. The Spectre ignores the Mystics team ability and all team abilities with similar effects. When The Spectre uses Mind Control, it takes no damage due to the combined point values of successfully hit targets. When The Spectre uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (Spirit of Vengeance: 3, Jim Corrigan: 2, Hal Jordan: 1).

Force Rules:
The Spectre has the Multiattack power:
MULTIATTACK (optional): Give this character a power action. It may use two free actions against up to two targets. These free actions may consist of power actions, close combat actions, and ranged combat actions, though free actions gained from this power cannot be used to active this power. Make an attack roll for each attack, if any. Any damage dealt by one of these attacks is reduced by 1, minimum 1 damage. Multiattack cannot be countered or lost.

When played as part of a force, The Spectre ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, and Support powers of all other characters, as well as team abilities and effects that duplicate the effects of those powers.

The Spectre ignores the Mystics team ability and all team abilities with similar effects.

The Spectre cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Spectre uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (Spirit of Vengeance: 3, Jim Corrigan: 2, Hal Jordan: 1). The Spectre’s combat values may not be increased by Perplex.

When unfettered by any human host, The Spectre unleashes the full power of the Spirit of Vengeance. The Spirit of Vengeance uses all three combat dials. It is suited to be used against one player with a build total of 1,800 points, two players with build totals of 900 points each, three players with build totals of 600 points each, or six players with build totals of 300 points each.

  • Collector's number: 225
  • Rarity: LE-Con
  • Team Ability: Quintessence
  • Point Value: 1800/1200/600
  • Keywords: Justice Society, Mystical, Quintessence
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