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.
|