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Standard powers by colour

A coloured square behind a number on the dial means the figure has a standard power on that click. The same colour means a different power on each of the four combat values.

Speed powers

ColourPowerIn short
RedFlurryClose action: make up to two close attacks, one after the other.
OrangeLeap/ClimbMoves over elevated and outdoor blocking terrain without stopping, and through squares next to or occupied by opposing characters. It still has to break away first.
YellowPhasing/TeleportMove action: move ignoring elevated terrain, blocking terrain and other characters. Breaks away automatically.
Lime greenEarthbound/NeutralizedThis character cannot use Improved Movement or Improved Targeting abilities.
GreenChargePower action: move up to half speed, then make a close attack.
Light blueMind ControlClose or range attack (range at least 4) that deals no damage. Each character hit halves its speed, joins your force for a moment and may move and attack once before going back to its owner.
BluePlasticityBreaks away on anything but a 1. Adjacent opposing characters only break away on a 6, unless they can use Phasing/Teleport, Plasticity, Leap/Climb or Hypersonic Speed.
PurpleForce BlastIts attacks cause knockback. Power action (range at least 4): push an opposing character in range and line of fire 3 squares straight away from this character.
PinkSidestepFree action: move up to 2 squares.
BrownHypersonic SpeedPower action: move, make an attack with range halved, then keep moving with whatever speed is left. No passengers while doing it.
BlackStealthOutside your own turn, a hindered line of fire drawn to this character by a non-adjacent character counts as blocked.
GrayRunning ShotPower action: move up to half speed, then make a range attack.

Attack powers

ColourPowerIn short
RedBlades/Claws/FangsAfter hitting a single target with a close attack you may roll a d6 and deal that much damage instead. The result cannot be lower than printed damage minus 1.
OrangeEnergy ExplosionRange action: the attack also targets every character adjacent to an original target. Characters hit take 2 damage instead of normal damage.
YellowPulse WaveRange action at range 4: attacks every other character in range and line of fire, friend or foe. They cannot use powers or abilities against it and use printed defense. Each one hit takes 1 damage.
Lime greenQuakeClose action: destroys terrain markers and printed blocking terrain within 1 square, then attacks every adjacent opposing character. Hits deal 2 damage and cause knockback.
GreenSuper StrengthClose attacks cause knockback. Can pick up, carry and put down terrain markers that are not objects.
Light blueIncapacitateWhen this character attacks, it may give each character hit an action token instead of dealing damage.
BluePenetrating/Psychic BlastDamage from this character's range attacks is penetrating, so it cannot be reduced.
PurpleSmoke CloudPower action (range at least 4): place up to 6 connected smoke markers in range. Opposing characters standing in them attack at -1. The markers go away at the start of your next turn.
PinkPrecision StrikeDamage from its attacks cannot be reduced below 1, and the target's Super Senses roll is at -1.
BrownPoisonFree action, if this character has not moved or been placed this turn: deal 1 damage to every adjacent opposing character.
BlackSteal EnergyAfter hitting and damaging with a close attack, heal 1 click.
GrayTelekinesisPower action (range at least 4): pick a terrain marker or single-base friendly character in range and line of fire and place it up to 4 squares away, still in range and line of fire. Can also use terrain markers in range for range terrain actions as if holding them.

Defense powers

ColourPowerIn short
RedSuper SensesWhen this character would be hit you may roll a d6. On a 5 or 6 it evades the attack.
OrangeToughnessReduce damage taken by 1.
YellowDefendAdjacent friendly characters may use this character's printed defense value in place of their own.
Lime greenCombat Reflexes+2 defense against close attacks.
GreenEnergy Shield/Deflection+2 defense against range attacks.
Light blueBarrierPower action (range at least 4): place up to 4 connected blocking terrain markers in range. They go away at the start of your next turn, even if this power is lost.
BlueMastermindWhen an opposing attack that deals damage would hit, you may pass the hit to an adjacent friendly character that was not going to be hit, if it costs fewer points or shares a keyword.
PurpleWillpowerAt the start of your turn you may roll a d6. On a 5 or 6 remove an action token from this character.
PinkInvincibleReduce damage taken by 2. This also works against penetrating damage.
BrownImperviousReduce damage taken by 2. When an attack damages this character you may roll a d6: on a 5 or 6 the damage becomes 0.
BlackRegenerationPower action: roll a d6 and heal half the result in clicks.
GrayInvulnerabilityReduce damage taken by 2.

Damage powers

ColourPowerIn short
RedRanged Combat Expert+1 attack and +1 damage while making a range attack.
OrangeBattle FuryCannot make range attacks or be carried. Opposing effects cannot give it action tokens, Mind Control does not work on it, and its targets cannot use Shape Change.
YellowSupportPower action: choose an adjacent friendly character, roll a d6 and heal it half the result in clicks.
Lime greenExploit WeaknessDamage from this character's close attacks is penetrating, so it cannot be reduced.
GreenEnhancementAdjacent friendly characters get +1 damage while making range attacks.
Light blueProbability ControlOnce per turn, make a character in range and line of fire (range at least 4) reroll its attack roll or break away roll.
BlueShape ChangeWhen this character would be targeted by an attack you may roll a d6. On a 5 or 6 that attacker cannot target it this turn and may pick someone else.
PurpleClose Combat Expert+1 attack and +1 damage while making a close attack.
PinkEmpowerAdjacent friendly characters get +1 damage while making close attacks.
BrownPerplexFree action (range at least 4): choose a character in range and line of fire and change one of its combat values other than damage by +1 or -1 until your next turn.
BlackOutwitFree action (range at least 4): choose an opposing character in range and line of fire, then one standard power or one special power on its card. It cannot use that power until your next turn.
GrayLeadershipAdds 1 to your action total. At the start of your turn you may roll a d6: on a 5 or 6 remove an action token from an adjacent friendly character that costs fewer points or shares a keyword.

Summaries follow the March 2025 comprehensive rules and are written in our own words. For rulings, use the official rulebook and Powers and Abilities Card.