| Infinity Quest: League Store | |||
| Welcome to the Infinity Quest League Store. This is the place where you can spend your Victory Points from your Victory Point Pool. Each item has a stock number and a re-stock number - this represents its availability. Once the stock hits 0, the restock will replenish the item, but the price may increase by as much as DOUBLE the original amount. Any item that has an in-game effect MUST be used in your next game. Happy Shopping!
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| Points | Stock | Item |
Item Description |
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75
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10 (10) |
Luck Stone
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One of
your Heroes begins the game with a Luck Stone.
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150
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15 (20) |
Extra Activation
|
Allows
your team to utilize an extra Activation each Turn for the entirety of your
next game. Limit 1 per Heroic Team.
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100
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25 (25) |
Medical Attention
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At the
beginning of your next game, any Wounded Hero may roll on the Wounded Table
again to attempt to change their status. Medical Attention may only be
given to a Hero once per game.
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100
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15 (15) |
Deflection
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At the
beginning of the game choose a Hero who has a Hex placed upon them.
That Hero no longer suffers from that particular Hex, instead the Hex is
deflected back at a member of the Heroic Team that purchased it. Limit
1 per game.
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25
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3 (5) |
Home Field Advantage
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You may move a single Dungeon Element to
any legal location. This is done once set up is complete but before
the first player begins their turn. Limit 1 per game.
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100
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27 (100) |
Experience Point
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Team Option -
Adds 1
Experience point to your Upgrade Points. Experience gained this way is
not affected by the in-game limits. Your team may not earn more than
20 Experience points in this manner during the course of the league.
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50 + X
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19 (20) |
Reserve Member
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Team Option -
Allows your team to recruit a Reserve
Members (see Rulebook). X = The Point Value of the Character being
recruited as a Reserve Member.
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250
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5 (5) |
Switching Sides
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Team Option -
Allows
your team to purchase a character that is normally classified as being of an
opposite alignment from that of your team (Hero/Villain).
Note that all standard rules of purchase
apply.
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75
|
12 (12) |
Unlucky
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Hex -
Choose a
single opposing Hero at the beginning of the game. This Hero may not
use any re-rolls that derive from its team.
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75
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12 (12) |
Cursed
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Hex -
Choose a
single opposing Hero at the beginning of the game. At the beginning of
each turn the Cursed Hero rolls 1d6. On a 1-4 this Hero will receive a
-1 penalty to any rolls it makes this turn. On a 5-6 the Hero is
unaffected by the curse for this turn. You may only Curse 1 Hero per
Heroic Team.
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75
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12 (12) |
Doomed
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Hex -
Choose a
single opposing Hero at the beginning of the game. At the beginning of
each turn the Doomed Hero rolls 1d6. On a 1-3 this Hero may not
receive any bonuses to its stats or damage dealt. (Powers, Infinity
Gems, Objects, etc.) On a 4-6 the Hero is unaffected this turn.
You may only Doom 1 Hero per Heroic Team.
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75
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12 (12) |
Poisoned
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Hex - Choose a
single opposing Hero at the beginning of the game. Any time the
Poisoned Hero would receive any clicks of Healing roll 1d6. On a 1-4
subtract 1 click from the amount of Healing. On a 5-6 the Hero is
Healed normally. If the Hero has Regeneration currently showing on its
dial you may add +1 to this roll. Heroes adjacent to friendly Heroes
with Support may add +1 to this roll as well. If this Hero is KO'd at
the end of the game it will receive a -1 penalty to its Wounded roll.
You may only Poison 1 Hero per Heroic Team.
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5
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50 (50) |
Light Object Token
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Object - You may
purchase an additional Light Object Token to be placed on the field with any
other Object Tokens you may have. The total number of Object Tokens
you may place on the field per game may not exceed 5.
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7
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49 (50) |
Heavy Object Token
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Object - You may
purchase an additional Light Object Token to be placed on the field with any
other Object Tokens you may have. The total number of Object Tokens
you may place on the field per game may not exceed 5.
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15
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24 (25) |
Special Object (Light)
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Object - You may
purchase a Special Object of your choice to be placed on the field
with any other Object Tokens you may have. The total number of Special
Object Tokens you may place on the field per game may not exceed 3.
Special Object Tokens also count toward your Object Token limit of 5.
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40
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19 (25) |
Special Object (Heavy)
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Object - You may
purchase a Special Object of your choice to be placed on the field
with any other Object Tokens you may have. The total number of Special
Object Tokens you may place on the field per game may not exceed 3.
Special Object Tokens also count toward your Object Token limit of 5.
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20
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23 (25) |
Special Object (Immobile)
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Object - You may
purchase a Special Object of your choice to be placed on the field
with any other Object Tokens you may have. The total number of Special
Object Tokens you may place on the field per game may not exceed 3.
Special Object Tokens also count toward your Object Token limit of 5.
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25
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10 (10) |
Cowardice
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Dungeon Element - You may
remove a single Villain Token from the board. This is done once set
up is complete but before the first player begins their turn.
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50
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20 (20) |
Flunkie Villain Token
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Dungeon Element -
You may
place an additional Flunkie Villain Token on the field. The token is
placed as per the standard rules.
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50
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18 (20) |
Criminal Villain Token
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Dungeon Element -
You may
place an additional Criminal Villain Token on the field. The token is
placed as per the standard rules.
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200
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20 (20) |
Megalomaniac Villain Token
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Dungeon Element -
You may
place an additional Megalomaniac Villain Token on the field. The token
is placed as per the standard rules.
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25
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5 (5) |
Crystal-Light
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Dungeon Element -
You may
remove a single Cosmic Crystal from the board. This is done once set
up is complete but before the first player begins their turn. Limit 5
per Heroic Team.
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100
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9 (10) |
Cosmic Crystal
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Dungeon Element -
You may
place an additional Cosmic Crystal on the field. The Cosmic Crystal
is placed as per the standard rules. If you are unable to place
the Cosmic Crystal per the standard rules, then it is lost.
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10
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3 (3) |
Rushed Assault
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Battlefield Condition - The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
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15
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3 (3) |
Overconfidence
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Battlefield Condition - A character with Perplex may use it only on its own combat values.
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25
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3 (3) |
Antimatter Universe
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Battlefield Condition -
Critical hits do not increase damage
dealt.
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25
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3 (3) |
Assembled
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Battlefield Condition - When a Heroic Team has more than four Heroes on it with the same team symbol, each character gets +1 to its attack value when adjacent to a friendly character with the same team symbol.
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25
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1 (3) |
Crystals of Light
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Battlefield Condition -
All rolls made for the Cosmic Crystals receive a +1 Bonus.
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25
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3 (3) |
Dark Crystals
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Battlefield Condition -
All rolls made for the Cosmic Crystals receive a -1 Penalty.
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100
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2 (3) |
Hostile Territory
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Battlefield Condition -
Add a +1 to any rolls on the Villain Table when revealing Villain Tokens.
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25
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3 (3) |
Internal Strife
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Battlefield Condition - 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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25
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3 (3) |
Madness
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Battlefield Condition - 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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25
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1 (3) |
Ordinary Day
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Battlefield Condition - Cancel a single target battlefield condition. May not be used to counter another ordinary day.
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25
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3 (3) |
Poor Teamwork
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Battlefield Condition - Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
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25
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3 (3) |
Radiation Leak
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Battlefield Condition - 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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25
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3 (3) |
Telekinetic Strain
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Battlefield Condition - When Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved.
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30
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3 (3) |
Infiltration
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Battlefield Condition - When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to their unmodified speed values from their starting areas.
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30
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3 (3) |
White Noise
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Battlefield Condition - When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
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50
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3 (3) |
Armor Wars
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Battlefield Condition - When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
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50
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3 (3) |
Bright Lights
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Battlefield Condition - When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
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50
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3 (3) |
Crosswinds
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Battlefield Condition - Characters with the wing speed symbol gain Earthbound. This ability may not be countered.
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50
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3 (3) |
Damage Control
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Battlefield Condition - Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement.
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50
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3 (3) |
Darkness
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Battlefield Condition - Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
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50
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3 (3) |
Debris
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Battlefield Condition - Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield.
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50
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3 (3) |
Deep Shadows
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Battlefield Condition - Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to affect characters more than 6 squares away instead affect characters up to 6 squares away.
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100
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3 (3) |
Double Trouble
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Battlefield Condition -
The roll of double on the Villain
Table when revealing Villain Tokens allows the player choosing the villains
to either
a)
Add an additional Villain for the point
total that was rolled or
b)
choose a single
villain worth double the point value that was rolled. Villains valued
over 160 points must be provided by the players.
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50
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3 (3) |
Extraordinary Day
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Battlefield Condition - A roll of 11 or 12 on any attack is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
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50
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2 (3) |
Inertial Interference
Field
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Battlefield Condition - When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
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50
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3 (3) |
Isolation
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Battlefield Condition -
Combat values can't be replaced by
higher values.
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50
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3 (3) |
Loyalty
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Battlefield Condition -
Before the game begins, each wild card must choose a team ability that can
be copied by wild cards and is possessed by a friendly character, or the
effects of its default Team Ability. The wild card possesses the chose team
ability until the end of the game and can't use any other team ability.
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50
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3 (3) |
Pacification
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Battlefield Condition -
When 4 or more damage would be dealt, reduce damage dealt by 1.
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50
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3 (3) |
Proximity Mines
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Battlefield Condition - At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried 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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50
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3 (3) |
Recon
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Battlefield Condition -
After all Heroic Teams have set up but before the game begins, each player
may peek at up to 3 Villain Tokens.
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50
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3 (3) |
Resistance
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Battlefield Condition -
Characters can't be the target of Outwit when they are adjacent to at least
one friendly character with the same team symbol.
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50
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3 (3) |
Shrunk
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Battlefield Condition -
All characters with the giant damage symbol have the starburst damage symbol
instead. All range values are halved, as is the range of all effects that
have a range.
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50
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3 (3) |
Unholy Ground
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Battlefield Condition -
No Re-Rolls are allowed for the entire game.
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50
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3 (3) |
War Zone
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Battlefield Condition - A character using Support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
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60
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3 (3) |
Low Gravity
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Battlefield Condition - Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
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60
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2 (3) |
Malice
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Battlefield Condition - At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
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75
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3 (3) |
Astral Plane
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Battlefield Condition - Blocking and Hindering terrain features become clear terrain for movement purposes.
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75
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3 (3) |
Communication Breakdown
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Battlefield Condition -
Before the beginning of the game, the player playing Communication Breakdown
chooses one combat value; that combat value cannot be modified during the
game. When rolling a six-sided die for Leadership, subtract 1 from the
result.
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75
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3 (3) |
De-Feated
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Battlefield Condition -
At the beginning of each player's turn, that player must roll a d6. On
a result of 1, all feats on the battlefield are ignored until the beginning
of the next player's turn.
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75
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3 (3) |
Disbanded
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Battlefield Condition - Ignore all team abilities.
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75
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3 (3) |
Earthquake
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Battlefield Condition - At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
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75
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3 (3) |
High Gravity
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Battlefield Condition -
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 character 1
damage after the action resolves.
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75
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1 (1) |
Inferno
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Battlefield Condition -
At the beginning of your turn, deal 1 damage to each friendly character
occupying hindering terrain not generated by powers or abilities.
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75
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3 (3) |
Mistrust
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Battlefield Condition - When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by -1, to a maximum of -1.
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75
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3 (3) |
Power Dampening Field
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Battlefield Condition - Damage values higher than 3 become 3 instead.
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75
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3 (3) |
The Great Arena
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Battlefield Condition -
Any successful attack roll resulting in doubles is a critical hit.
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100
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1 (1) |
Back-Alley Brawl
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Battlefield Condition - Characters who make close combat attacks using no powers, feats, team abilities, Battle Auras, or Infinity Gems and who are not affected by the powers, feats, team abilities, Battle Auras, or Infinity Gems of any friendly character get +2 to their attack values.
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100
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1 (1) |
Ground Zero
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Battlefield Condition - Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
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150
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1 (1) |
Atlantis Rising
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Battlefield Condition - All clear grounded terrain is water terrain.
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150
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1 (1) |
Wasteland
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Battlefield Condition - All of the Dungeon Walls become Hindering terrain instead of Blocking terrain.
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