Infinity Quest: League Store

Objects

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.

The Named Objects below are considered Special Objects.  These Special Objects may be purchased here and placed on the field with any other Object Tokens you may have.  The total number of Special Objects you may place on the field per game may not exceed 3.  Special Objects also count toward your Object Token limit of 5.

All purchased Objects MUST be used in your next game.

Happy Shopping!

 

Points Stock Item

Item Description

SI Roll
5
(5)

 

20
(20)
 
Light Object Token

 

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.

 

6+
7
(7)

 

15
(20)
 
Heavy Object Token

 

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.

 

5+
25
(25)

 

5
(5)
 
Aerial Baffler Light Object - Any character with flight that is 3 or fewer squares from this object gains Earthbound. Any character it carries takes no damage and is placed in the nearest square it can occupy.

 

5+
10
(10)

 

5
(5)
 
Black Lantern Light Object - Continual. During your turn, whenever an opposing character within 4 squares of this object is KO'd, you may heal 1 damage on a single friendly character within 4 squares of this object.  This object is automatically Retained if the SI roll is made.

 

4+
10
(10)

 

5
(5)
 
Blue Lantern Light Object - Continual. Characters within 4 squares of this object that can use Barrier or Telekinesis modify their range values by +2 and their Telekinesis has a range of 10 instead of 8.  This object is automatically Retained if the SI roll is made.

 

4+
10
(10)

 

5
(5)
 
Bookcase Light Object - Continual. Increase the attackers attack value by 1.

 

5+
10
(10)

 

5
(5)
 
Broken Drone Light Object - Continual. While a character is carrying this object, you may choose to either (1) use this object normally in an attack, or (2) give this character a RCA (treating the character’s range value as 4) and make a RCA against a single target opposing character. An attack using option 2 deals 1 damage but does not destroy this object.

 

5+
10
(10)

 

5
(5)
 
Bucket of Water Light Object - Continual. When this object is not carried, the square it occupies is not considered Hindering Terrain, but is Water Terrain instead.  This object is automatically Retained if the SI roll is made.

 

5+
15
(15)

 

3
(5)
 
Com Dish Heavy Object - When this object is used in an attack, modify the attacker’s damage value by +1 for the attack.

 

4+
10
(10)

 

3
(5)
 
Computer Heavy Object - Increase the attackers attack value by 1.

 

5+
10
(10)

 

5
(5)
 
Crate Light Object - A character may throw this object 8 squares.

 

5+
25
(25)

 

5
(5)
 
Dark Cauldron Immobile Object - Characters 4 or fewer squares from this object can’t be healed.

 

NA
25
(25)

 

3
(5)
 
Dumpster Heavy Object - If used as part of a ranged attack or an attack using Telekinesis, the target is Stunned on a 1d6 roll of 4+.

 

3+
25
(25)

 

5
(5)
 
Dynamostat Heavy Object - This object is considered to be Blocking terrain.

 

3+
15
(15)

 

5
(5)
 
Eleha'al vine Light Object - A Hero occupying the same square as this object may spend 4 AP to Heal.  Roll 1d6-4 (minimum 1) and heal the character of damage equal to the result.  This ends the Hero’s Activation.

 

5+
50
(50)

 

5
(5)
 
Force Field Generator Immobile Object - This object allows an adjacent character to use Barrier as if the character had a range value of 2. If the object is destroyed, any barrier terrain markers placed using Barrier granted by this object are removed from the game.

 

NA
25
(25)

 

5
(5)
 
Fuel Tank Heavy Object - A character may throw this object up to 6 squares. If this object is used as part of a successful ranged attack, the object is destroyed and deals 1 penetrating damage to all figures adjacent to the target.

 

5+
100
(100)

 

3
(3)
 
Gamma Bomb Immobile Object - The Gamma Bomb can't be destroyed and begins on the green starting line. At the beginning of each player's turn, if it's not disarmed, click the dial once to the right. Once per game per character, a character adjacent to this square can spend 2AP to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and object within 8 squares (ignoring walls and blocking terrain) and then remove this object from the game.

 

NA
25
(25)

 

5
(5)
 
Generator Heavy Object - The target of a successful attack using this object is Stunned.

 

4+
20
(20)

 

5
(5)
 
Gold Kryptonite Light Object - Characters within 4 squares can't use Exploit Weakness, Penetrating/Psychic Blast, Pulse Wave, or Telekinesis. A character holding this object can't use any powers except Super Strength.

 

4+
10
(10)

 

5
(5)
 
Green Kryptonite Light Object - Characters within 4 squares modify their attack values by -1 and can't use the Flight ability. Characters within 4 squares that possess the Superman Ally team ability or the Kryptonian Keyword can't have damage dealt to them reduced below 1.

 

4+
10
(10)

 

5
(5)
 
Green Lantern Light Object - Continual. Characters within 4 squares of this object that can use Indomitable or Willpower modify their defense values by +3 when they are the target of an attack using Incapacitate or Mind Control.  This object is automatically Retained if the SI roll is made.

 

4+
10
(10)

 

5
(5)
 
Indigo Lantern Light Object - Continual. Characters within 4 squares of this object that can use Support or Regeneration only subtract 1 from their die roll instead of 2 when using those powers.  This object is automatically Retained if the SI roll is made.

 

4+
10
(10)

 

5
(5)
 
Jewel Kryptonite Light Object - Characters within 4 squares can use Mind Control and Smoke Cloud. Characters using Mind Control in this way can only target characters of a lower point value. All characters within 4 squares using Mind Control and Smoke Cloud have a minimum range value of 6 when using those powers.

 

4+
15
(15)

 

5
(5)
 
Kinetic Absorber Light Object - All clear terrain 2 or fewer squares from this object is hindering terrain for movement purposes (2 AP per square).

 

5+
15
(15)

 

5
(5)
 
Kinetic Accelerator Immobile Object - A Hero who begins its Activation on the same square as this object may roll 1d6 and add the result to the AP the Hero has available this turn.  On a roll of a 5 or 6 remove this object.

 

NA
25
(25)

 

5
(5)
 
Laser Turret Heavy Object - (optional) Once during your turn (but not during another action) when a character friendly to you occupies this object's square, give this object a free action to make a RCA (AV 8, Damage 2, Range 4) against any opposing figure.  The Laser Turret may make an attack against any opposing character within range, regardless of adjacency.  When making an attack with the Laser Turret, any adverse effects that can normally result from the attack (such as damage from the Mystics team ability or a critical miss) are dealt to the Laser Turret and not the character using the Laser Turret.

 

4+
15
(15)

 

5
(5)
 
Light Post Heavy Object - A character hit by the Light Post is Incapacitated.

 

5+
15
(15)
5
(5)
 
Mailbox Light Object - Increase the attacker’s damage dealt by 1. 4+
15
(15)

 

5
(5)
 
Mass-Absorber Light Object - If a character using this object as part of a CCA is 3 or fewer squares from Blocking terrain, modify the character’s Damage Value by +2 (instead of +1).

 

4+
25
(25)

 

5
(5)
 
Meteorite Heavy Object - When this object is used in a successful CCA, roll one six-sided die and subtract 2 from the result, minimum result 1 / maximum result 3 (Rule of 3). Add the result to the attacker’s unmodified damage value for the attack.  When used in a CCA, all damage from the attack is considered to be Penetrating Damage.

 

4+
15
(15)

 

5
(5)
 
Newsbot Light Object - A character may attack using this object for 0 AP.

 

5+
10
(10)

 

5
(5)
 
Office Desk Light Object - May be used as a normal light object, or may increase the carrying character’s defense value by 2. When either option is used, the object is destroyed when an attack roll is made.

 

4+
25
(25)

 

5
(5)
 
Open Hydrant Immobile Object - Clear grounded terrain  3 or fewer squares from this object is Water terrain.

 

NA
10
(10)

 

5
(5)
 
Orange Lantern Light Object - Continual. When a character uses Poison within 4 squares of this object, that character is considered to be adjacent to opposing characters up to 2 squares away to which it has a clear line of fire.  This object is automatically Retained if the SI roll is made.

 

4+
25
(25)
5
(5)
 
Phase Generator Immobile Object - Blocking terrain 3 or fewer squares from this object is Clear terrain. NA
10
(10)

 

5
(5)
 
Red Kryptonite Light Object - Characters within 4 squares must roll a d6 immediately before they are given an action. On a roll of 1-2, the character is given a power action to do nothing except use Perplex until your next turn if they can't already use it.

 

4+
10
(10)

 

5
(5)
 
Red Lantern Light Object - Continual. Characters within 4 squares of this object that can use Battle Fury modify their damage value by +1.  This object is automatically Retained if the SI roll is made.

 

4+
10
(10)

 

5
(5)
 
Satellite Light Object - For 4 AP a character may remove this object from the game and place debris tokens in the square occupied by the character and in any two adjacent, unoccupied squares.

 

4+
25
(25)

 

5
(5)
 
Separation Field Generator Immobile Object - A character carrying an object or a character immediately drops it into an adjacent square when 3 or fewer squares from this object. The carrying character may continue its move. Objects can not be picked by characters that are 3 or fewer squares from this object.

 

NA
25
(25)

 

4
(5)
 
Shield Disruptor Light Object - Damage dealt to characters 4 or fewer squares from this object can’t be reduced.  Additionally, if doubles are rolled on an attack using this object, damage dealt is Penetrating.

 

5+
25
(25)

 

5
(5)
 
Soda Machine Heavy Object - Increase the attacker’s damage dealt by 1.

 

4+
15
(15)

 

5
(5)
 
Statue Light Object - This object deals 5 Damage when thrown as an attack against Blocking terrain.

 

4+
25
(25)

 

5
(5)
 
Structural Integrity Field Heavy Object - Blocking terrain 6 or fewer squares from this object can’t be destroyed.  Additionally, all objects within 6 squares receive a +1 to their SI rolls.

 

4+
25
(25)

 

5
(5)
 
Teleport Pad Immobile Object - (optional) If a character is adjacent to this object, it may spend 4 AP to instantly move up to 6 squares, ignoring characters and terrain features for movement purposes.  A character using the Teleport Pad may pick up and carry a character or object when moving via the Teleport Pad, if they could normally do so.

 

NA
15
(15)

 

5
(5)
 
Tombstone Heavy Object - May be used to increase the carrying character’s defense value by +2. When this option is used, the object is destroyed when an attack roll is made.

 

4+
10
(10)

 

5
(5)
 
Violet Lantern Light Object - Continual. Characters within 4 squares of this object that can use Mind Control modify their range value for that attack by +2 and if that attack is successful, each character successfully hit modifies their damage value by +1 until the Mind Control actions are resolved.  This object is automatically Retained if the SI roll is made.

 

4+
20
(20)

 

5
(5)
 
White Kryptonite Light Object - Other squares within 4 squares become clear terrain instead of hindering terrain. This has no effect on objects or water terrain.

 

4+
5
(5)

 

5
(5)
 
White Lantern Immobile Object - Continual. Characters within 4 squares of this object that can use Regeneration or Support can't have those powers, or special powers that allow their use, countered. 

 

NA
10
(10)

 

5
(5)
 
X-Kryptonite Light Object - Characters within 4 squares that are 75 points or less can use the Flight ability for as long as they are within 4 squares.

 

4+
10
(10)

 

5
(5)
 
Yellow Lantern Light Object - Continual. Characters within 4 squares of this object that can use Exploit Weakness or Psychic Blast modify their attack value by +1.  This object is automatically Retained if the SI roll is made.

 

4+

 

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