Infinity Quest: League Store

Battlefield Conditions

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.

You may only purchase one Battlefield Condition per game and any Battlefield Conditions purchased MUST be used in your next game.

Happy Shopping!

 

Points Stock Item

Item Description

10

 

3
(3)
 
Rushed Assault

 

The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.

 

15

 

3
(3)
 
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.

 

15

 

3
(3)
 
Nowhere to Hide

 

Squares with objects in them are not hindering terrain.

 

15

 

3
(3)
 
Grounded

 

The Carry Ability cannot be used.

 

15

 

3
(3)
 
Overconfidence

 

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

 

25

 

3
(3)
 
Antimatter Universe

 

Critical hits do not increase damage dealt.

 

25

 

3
(3)
 
Assembled

 

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.

 

50

 

3
(3)
 
Crystals of Light

 

All rolls made for the Cosmic Crystals receive a +1 Bonus.

 

25

 

3
(3)
 
Dark Crystals

 

All rolls made for the Cosmic Crystals receive a -1 Penalty.

 

100

 

1
(3)
 
Hostile Territory

 

Add a +1 to any rolls on the Villain Table when revealing Villain Tokens.

 

25

 

3
(3)
 
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.

 

25

 

3
(3)
 
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.

 

100

 

1
(3)
 
Ordinary Day

 

Cancel a single target battlefield condition.  May not be used to counter another ordinary day.

 

25

 

3
(3)
 
Poor Teamwork

 

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

 

25

 

2
(3)
 
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.

 

25

 

3
(3)
 
Telekinetic Strain

 

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.

 

30

 

3
(3)
 
Infiltration

 

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.

 

30

 

2
(3)
 
White Noise

 

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.

 

50

 

1
(3)
 
Armor Wars

 

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.

 

50

 

2
(3)
 
Bright Lights

 

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

 

50

 

3
(3)
 
Crosswinds

 

Characters with the wing speed symbol gain Earthbound. This ability may not be countered.

 

50

 

2
(3)
 
Damage Control

 

Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement.

 

50

 

3
(3)
 
Darkness

 

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.

 

50

 

3
(3)
 
Debris

 

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.

 

50

 

3
(3)
 
Deep Shadows

 

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.

 

50

 

3
(3)
 
Extraordinary Day

 

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.

 

50

 

3
(3)
 
Inertial Interference Field

 

When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.

 

50

 

3
(3)
 
Isolation

 

Combat values can't be replaced by higher values.

 

50

 

3
(3)
 
Loyalty

 

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.

 

50

 

3
(3)
 
Pacification

 

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

 

50

 

3
(3)
 
Proximity Mines

 

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.

 

50

 

3
(3)
 
Recon

 

After all Heroic Teams have set up but before the game begins, each player may peek at up to 3 Villain Tokens.

 

50

 

3
(3)
 
Resistance

 

Characters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.

 

50

 

3
(3)
 
Shrunk

 

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.

 

50

 

3
(3)
 
Unholy Ground

 

No Re-Rolls are allowed for the entire game.

 

50

 

3
(3)
 
War Zone

 

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.

 

60

 

3
(3)
 
Low Gravity

 

Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.

 

60

 

3
(3)
 
Malice

 

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.

 

75

 

3
(3)
 
Astral Plane

 

Blocking and Hindering terrain features become clear terrain for movement purposes.

 

75

 

3
(3)
 
Communication Breakdown

 

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.

 

75

 

3
(3)
 
De-Feated

 

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.

 

75

 

3
(3)
 
Disbanded

 

Ignore all team abilities.

 

75

 

3
(3)
 
Earthquake

 

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.

 

75

 

2
(3)
 
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 character 1 damage after the action resolves.

 

75

 

1
(1)
 
Inferno

 

At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.

 

75

 

3
(3)
 
Mistrust

 

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.

 

75

 

3
(3)
 
Power Dampening Field

 

Damage values higher than 3 become 3 instead.

 

75

 

3

(3)

The Great Arena

 

Any successful attack roll resulting in doubles is a critical hit.

 

100

 

1
(1)
 
Back-Alley Brawl

 

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.

 

100

 

1
(1)
 
Ground Zero

 

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.

 

150

 

1
(1)
 
Atlantis Rising

 

All clear grounded terrain is water terrain.

 

150

 

1
(1)
 
Wasteland

 

All of the Dungeon Walls become Hindering terrain instead of Blocking terrain.

 

 

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