View Full Version : v2.8 Secret Invasion Feats
(The main article with pictures is in Critical Hit Issue 8)
SECRET INVASION FEATS
By William Rock
As the game continues to change and evolve feats have become an everyday source of pleasure and frustration with building teams. Now with the release of Fantastic Four the feat restriction in tournament play is now at 10% your build total. This makes picking your feats more difficult and the ones you pick had better be useful.
Secret Invasion as a set has many twist and turns. It takes some old dynamics and puts them on their head to make something completely different. The feats in this set are designed to frustrate your opponents and really supplement all of the figures on your team. Secret Invasion introduces us to some cost effective and efficient feats.
SPOTTER F001
The game as a whole has become a ranged based game. When team building most of us scramble for at least one figure that has a 10 or 12 range so that we can have some ground cover as our close combat pieces make their way in for the kill. SPOTTER takes the place of those many cheap HYDRA and PD pieces we had in the past. No longer can we use a Hand Ninja or Easy Company Soldier to make our attack values go up. Spotter is a cheap way to give effective characters a bigger boost and ensure that they are going to hit. However, be sure to bring supplemental figures that combo stealth and ranged combat expert when using this feat. Figures such as Winter Soldier, Merlyn, Shield Sniper Experienced, Crisis Green Arrow and Experienced CD Speedy will be figures that will make the most out of this card as they can be more than just a spotter themselves and have the range to see most anyone on the playing field.
INFILTRATE F002
This is the first feat ever that has a base cost of 2 points. This feat is a cheap way to give some stealth pieces and shape change pieces easy access to your opponent. Look to combo this card with figures that have Charge and Shape Change to get the most out of it. The initial thought on this card does seem to be Clayface, Basil Karlo and Ultimate Clayface LE as all three are front loaded Charge and Shape Change while bringing to the table some big damage. However, these figures will soon see retirement, but figures like Warskrull, Batgirl and Animal Man Experienced will make excellent use of this feat on their way to conquering the opposition. In the end most of us bring a stealth or shape change figure with us to the table when building. At only a cost of 2 points this feat should fit into most any team out there.
VENDETTA F003
We see the return of one of the most used feats in the game prior to the release of AVENGERS and the discontinuation of the archenemy base. We are now at a point in the game where this 6 point feat can be a true game turner. As the game is really about your KO points the ability to score double points on your opponent is huge. If you take out a 200-317 point figure you have almost guaranteed yourself a win in the tournament as long as you can stay undefeated. The trick with this card is to keep it on someone cheap like Winter Soldier, Lester LE, or JLA Green Arrow to get the most effect out of it.
LONER F004
In a game that has become reliant on keywords and THEME teams many of the figures that have no keywords are left out in the rain as they have no benefits to being played beyond what they bring to the table. Loner allows figures that have no keywords or that may share only one keyword to get a nice defensive boost when playing on the battlefield. Figures like Shadow Demon, Lambda Zero LE, Living Laser, Ghost Rider 2099, and Dark Knight Detective (Convention 2008) will enjoy the boost to their already substantial defenses. Bring to the table that all of those figures can hold their own in tournament play without this 5 point feat you have a nice and dangerous combination on your team.
CAMOUFLAGE F005
Another reprint of a great card, Camouflage used to be teamed up with the Enchantress from Legacy and cause all kinds of Chaos. As this card is soon to see retirement it’s re-release will allow figures like Cyborg Superman, Iron Lad, and the Unique Purple Man to see more game play as they stand next to a wall and snipe at your opponent. Most figures with Shape Change already were dangerous pieces. Once you give them some Pseudo-Stealth they become that much more dangerous. With the new rules allowing special powers to equip feats figures like Proteus and Apocalypse just got that much more dangerous.
ALIAS F006
In a game that is all about avoiding your opponents attacks the ability to give yourself even a 33% chance that your opponent can miss you can be huge. Alias allows a nice cheap way to give you that chance and battle it out with your opponent. Granted it is only a one shot card that does not guarantee a miss, but unlike cards like Protected there are no drawbacks to using this card. Most of us when team building have 3 points open on the team, the ability to give a figure with a high defense shape change even for one turn can be a true game turner.
HEALING FACTOR F101
Back when feats were first presented to us we were given the oft-used Automatic Regeneration. Since that cards retirement many fans have been calling for it’s reprint. However, this is not that card. Healing Factor allows for your figures with Regeneration to take the action for Regen without having it count towards your total allotment of actions. While this does not give you a free regeneration it is similar to JLA or Brotherhood as you don’t have to worry about what you have to do next with those few remaining actions.
DISASSEMBLE F102
In a game where adding a little bit of extra heft through objects or trying to turn the tide with Special Objects has become an everyday occurrence the ability to get rid of these objects has become important. While many people make use of the Structural Integrity Field and the Laser Turret some us don’t want to see those objects on the field for very long. Disassemble is a nice way to get rid of all the Heavy objects and the Special Objects that may do us harm or annoy us later in the game. Figures like Shadow Demon, Mantis or Lightning Ladd that see there way onto some teams will enjoy the little boost to take out anything that could harm them or their friends.
IMPROVISE F103
Often times at the end of the round you realize you haven’t used your perplex or you brought the HYDRA figure and seem frustrated with it’s use. IMPROVISE allows you to make use of “wasted” modifiers and save them for later. While this does not up your ability to hit it allows you a guaranteed hit as long as you roll doubles. I know a long shot here on the chance you roll doubles, but think of all the double 2’s and double 3’s you have rolled in a game and missed. Improvise allows you a guaranteed hit on the basis that you rolled doubles and missed. Nice trade off, but a little expensive at 7 points.
INVIGORATE F104
Every set has a must have Feat card that every player wants and desires to add to their cache of cardboard. In Secret Invasion INVIGORATE is that card. This card allows for your character with Support to take on a much more important roll on the team beyond being the character that brings you back to life. The ability to remove a token is huge especially if you are using protected or warbound. Figures like The Chief, Doctor Mid-nite,
and Wiccan who would see their way onto most teams anyways will turn out to be the most dangerous figures on the board as they are allowing their friends to attack every single round. In order to get the most out of this card look to use Support at the END of your turn and take all the actions away.
SECRET INVASION as an expansion that excites and thrills all players new and old. We already envision all the twists and turns that could come as WizKids works directly with Marvel and gives us a new and innovative set. Often times it is the feat cards and other additional cardboard, which can make or break a sets use. If there is only one card that is useful fans will be upset as it is hard to collect, or if the useful ones are too expensive they may be unusable in the current restriction. Lucky for us Secret Invasion gives us very cost effective and efficient cards that should see their way onto most teams.
Thank goodness none of these feats are the gamebreakers of the last few sets.
I might use Spotter, but why bother with that when there is Contingency Plan.
I like the attempt to reprint Vendetta.
Loner is probably the feat I'll use most, but that 100 points or less really hampers that.
Camouflage is a great reprint in this Skrull set, obviously.
I want Healing Factor, but it really isn't that great, sadly it is a far cry from auto regen.
Obviously, Invigorate is the class of these feats, although that really isn't saying much. However, with so much Warbounding going on I really don't see this card as that useful.
I gotta say, oddly, it is a much better feeling being disappointed by these feats, especially the LE feats, than if I feel in love with everyone of them. With feats coming in boosters so infrequently (I HATE EVENT DIALS) I'm glad I don't really care about owning any of theses.
I'll stick with my Contingency Plan, etc. thanks.
absolutvt69
05/28/2008, 20:34
Not overly impressed w/ any of the feats and severely disappointed with Healing Factor. Why not just reprint Auto-Regen? I'm glad there's no Protected/Warbound level feats but these seem... watered down.
Not overly impressed w/ any of the feats and severely disappointed with Healing Factor. Why not just reprint Auto-Regen? I'm glad there's no Protected/Warbound level feats but these seem... watered down.
Did you see Invigorate? Dude Rookie Dr. Midnite is crazy right now if he wasn't retiring.
Drop3422
05/28/2008, 20:45
Why not just reprint Auto-Regen?
Cuz it was overpowered....and they are trying to make feats small point investments.
Kaitouace
05/28/2008, 20:46
I like these feats because they're mostly cheap and with the new 10% limit on feats, cheap replacements for old standbys might be helpful. Sometimes you don't have 10 - 15 points to spend for feats either but you do have 4 - 7 points. I love that there's a 2 point feat so whenever I have 2 points left over and I want to fill them I'm not limited to Franklin Richards or a couple of Lian Harpers.
Maxx Blast
05/28/2008, 20:46
Invigorate will help the Cheif and Ghost Widow in unrestricted.
Alias is a great way to spend 3 points. Much better than Monster Hunter(usuaully un-used) and Vault(usually forgotten and rarely useful.)
Camoflauge is good, but usually kind of useless considering you can just outwit the shape change and then blast the #### out of them. (Helpful for a figure like Apocolypse, though.)
Spotter isn't a bad way to spend points, either. (I'll probably use it often to fill in five point gaps, kind of like Endurance and Lucky Break do now.)
Healing Factor is garbage for 6 points. Now, there are instances where it could be useful, like when coupled with contingency plan, or when you need that last action but still, not worth it. Give us back Auto-regen. I didn't hear anyone screaming broken when it was still legal, because it wasn't, it gave regenerators(who are rarely game breakers to begin with) a chance to come back easily, which regenerators really should do.
Loner isn't bad, though. I wouldn't describe it as being awesomely good, or that I'll use it very often, considering I pretty much constantly play theme teams.
Infiltrate is meh.
Improvise isn't bad, it'll require field testing.
Daniel Ketch + Vendetta + Hay Maker = 104 points of 6 damage with an 11 attack and a 6 charge range. And his second click in exactly the same. 12 clicks of damage in two turns from a single figure = Awesome.
Deadpool29
05/28/2008, 20:49
Looking pretty sweet,gonna have to get al the feats...if possible :p
Count_Aight
05/28/2008, 20:49
They made a feat card that almost made support useful again. I was hoping Healing Factor would have just made regen a D6 but that's never going to happen. I love Alias. I want a lot of them. Improvise? All that text to dodge snake eyes? Wizkids, stop making feats. What is the point in the age of special powers?
Did you see Invigorate? Dude Rookie Dr. Midnite is crazy right now if he wasn't retiring.
I just don't see it, if someone is playing competivitely they will already be playing Warbound, which makes this card virtually useless.
And yes, it's a great way to get around the fact that you can remove tokens without matching keywords, but with how little support there is out there (no medics, retirement is taking away the Dr. Mid-Nights, Hydra Techs) I see this just as another card that makes the Chief that much better.
I'm sure there are great uses for this card, but so far I'm not seeing them (of course, a figure in SI could render my entire argument useless, which probably will happen).
Spotter... sure, because ranged attackers needed more help. :rolleyes:
Infiltrate... a 2 point feat? Clayface likes it. :p
Vendetta... has a regular shield. Hadn't thought about the new symbols and prereqs before. 6 point feats have been pretty popular with Seth lately. Pretty powerful for 6 points... has the potential to seriously upset the scoring balance.
Loner... finally some love for the keyword-forgotten group.
Camo... reprint. Nice card but it wasn't ever used before. I don't really see the need for it to be reprinted (this gets reprinted over cards like Auto Regen?!?? :confused: )
Alias... two Punisher pics on cards?!! :) Nice feat. Cheap one use point filler.
Healing Factor... well, Auto Regen was reprinted... sort of. Although this isn't as good as the character is still getting an action to regen. At least its half the points. :ermm: Oh, and it's an LE feat. Good thing it's not one of the more useful ones. :rolleyes:
Disassemble... it'll never come out of the binder. The only use I see for it is if you don't like the object that your opponent is using... but then you can just destroy it. :ermm: At least it'll be cheap to pick up for the LE collectors.
Improvise... uh yeah, sure. Too many conditions on this card to really make it useful.
Invigorate... what am I missing here? What's the part about 3 actions total being removed?? :confused: Regardless, it looks like another feat that'll never see play. 10 points to remove a token? Ack!
Overall, the feats pretty well suck in this set. :surprised
lancelot
05/28/2008, 21:00
I just don't see it, if someone is playing competivitely they will already be playing Warbound, which makes this card virtually useless.
And yes, it's a great way to get around the fact that you can remove tokens without matching keywords, but with how little support there is out there (no medics, retirement is taking away the Dr. Mid-Nights, Hydra Techs) I see this just as another card that makes the Chief that much better.
I'm sure there are great uses for this card, but so far I'm not seeing them (of course, a figure in SI could render my entire argument useless, which probably will happen).
With the 10% rule, you just might not have enough room to put Warbound in. Consider Invigorate Poor Man's Warbound. Just keep sending someone in and out, pushing so your support figure has a reason to heal up. Someone cheap w/ HSS perhaps.
Raiserb1ade
05/28/2008, 21:00
And Chief just gets more rediculous. :D
Now Darkseid can keep atacking and attacking.
I also love alias. Great filler card. I would definitely play it on Unus just for the sheer awesomenss of Super Senses, Shape Change, and Impervious.
DerangedHermit
05/28/2008, 21:02
I might use Alias if I needed 3 points to burn. Vendetta is good, but been there, done that....
BLACKHEART25
05/28/2008, 21:04
Uhh....
Spotter sounds good, Invigorate will be awesome on Accomplished physician. I don't understand what infiltrate is doing.....Is it like sneak or something.
People at my venue will love dissassemble, since we love special objects!!
What the heck is the point in healing factor. I really hope its an LE because a simple reprint of Auto-regen should have been here. I'm gonna pay 6 points to put a token on a character to POSSIBLY make a regen roll that doesn't count towards my actions???....Yeah right. maybe if wizkids actually made regen more useful it'll be worth it, but roll 1die6 -2 is just stupid to even bother with. At least now I know we won't see auto-regen ever again, but cards like protected will get reprinted over and over.
Kaitouace
05/28/2008, 21:06
With the 10% rule, you just might not have enough room to put Warbound in. Consider Invigorate Poor Man's Warbound. Just keep sending someone in and out, pushing so your support figure has a reason to heal up. Someone cheap w/ HSS perhaps.
And consider that Warbound was an LE feat. It's not as good as Warbound but it's a little something for the majority of people who couldn't get their hands on one.
Edit: Oops. Didn't realize Invigorate was another LE feat. :p
Most are pretty pointless....
I would say the good ones are:
Spotter, Infiltrate, Vendetta, Camo, Alias
The rest are a bit stinky. Improvise will be good ONLY to avert a crit miss (two 1's are doubles, too).
wonderboy
05/28/2008, 21:09
After reading Invigorate, are they just trying to make The Chief the most broken support piece ever???
I mean, to be able to remove 3 tokens from your teammates for one action and it doesn't even matter if you hit or not when using Support, that's just crazy!
Thanks for all the hard work in bringing us the previews and the issue in general, Rock.
Did you see Invigorate? Dude Rookie Dr. Midnite is crazy right now if he wasn't retiring. Unless it's going to be a participation piece then it's just going to be another Warbound -- something I won't have access to. I'm not going to drool over, battle for or pay through the nose for an LE prize. Really, all such prizes do for me is make me a little less excited for a set and make me want to stay away from the tournament scene and venue play in general.
Obviously, other people's mileage varies on this issue.
Behemoth
05/28/2008, 21:12
It doesn't require a successful support roll, so you get to remove up to 3 tokens a turn every time you try to heal. Green Lanterns will love this. Invigorate with the Shield TA equals lots of damage. The Kree warrior is only 22 points with the Shield TA.
Great write up Rock.
It doesn't require a successful support roll, so you get to remove up to 3 tokens a turn every time you try to heal.
Yeah, but since you can only support one fig a turn, how do you remove up to 3 tokens???
Drop3422
05/28/2008, 21:15
i'm a big fan of Loner....
BLACKHEART25
05/28/2008, 21:16
3 tokens meaning 3 adjacent characters maybe???
I love seeing Camo reprinted I use it all the time. V-Cyborg Superman and the Avengers Spider-Man love this feat!
neutralmarkhot
05/28/2008, 21:34
Uhh....
I don't understand what infiltrate is doing.....Is it like sneak or something.
As far as I can tell, it's better than Sneak in that it gives you free break away (someone correct me if the new rules set up contradicts my thinking).
Basically it allow boot symbol figs move around freely and get "behind enemy lines", whereas usually they would get tied up by the frontal attack and/or meat shields.
The only downside is that you have to end your move adjacent to an opposing fig. Althought that might not be a downside anyway if YOU want to tie up someone or have a close combat fig.
Superfro
05/28/2008, 21:35
Yeah, but since you can only support one fig a turn, how do you remove up to 3 tokens???
When the character uses Support, remove one action token from adjacent friendly characters (maximum three total tokens removed.)
You can remove a token from any friendly figures adjacent to the supporter. (Up to 3 figures.)
BLACKHEART25
05/28/2008, 21:36
I looked up the feat and was correct. It says when the character uses support it can take up to 3 tokens off of adjacent friendly characters. So you may take 2 tokens off 1 character and 1 off of another or take 1 of each adjacent character only up to 3.
In my opinion this is better than warbound because this affects all characters around. JSA just got supremely broken as Dr. MD can use his defense to heal one character and take tokens off at the same time. Cheesey cheesey. Loner is pretty awesome as well. The hood can now get deep into battle.......to bad nobody that is nasty can use this feat since most with no keywords are over 100 points.
Superfro
05/28/2008, 21:39
So you may take 2 tokens off 1 character and 1 off of another or take 1 of each adjacent character only up to 3.
I don't read it this way. I read it as you can only remove one token off of an adjacent friendly figure, but you can do so for up to three figures total, which would be three total tokens.
fathernson
05/28/2008, 21:39
I'm not really impressed by these feats. I wish they wouldn't commit to a certain number per set, and just put them out when the actually have good ideas.
ludd_gang
05/28/2008, 21:42
Improvise is pretty good on a Perplex character that aims at itself alot. I'd play that card a lot.
I always liked Camoflauge and Vendetta. Didn't arch-enemies yield double points? So looks like a fix there to keep it balanced.
Infiltrate is a good use of 2 points.
Loner and Spotter seem good too. All of them encourage aggression (even Loner) which is nice.
ludd_gang
05/28/2008, 21:45
Oh, and for those poo-pooing Invigorate: Smacks of borken potential there to me. It's not like you have to successfully use Support.
Especially in high point games where you have plenty of actions, this one will be nuts. Giving up to 3 pals effective Willpower for the next turn. It's like MOE without the pushing damage.
When the character uses Support, remove one action token from adjacent friendly characters (maximum three total tokens removed.)
You can remove a token from any friendly figures adjacent to the supporter. (Up to 3 figures.)
Doesn't this seem pretty powerful?
By using support does that mean you actually have to make the roll or just attempt to use support.
BLACKHEART25
05/28/2008, 21:48
I don't read it this way. I read it as you can only remove one token off of an adjacent friendly figure, but you can do so for up to three figures total, which would be three total tokens.
You're correct it does say 1 action token off a character, but you can do this to up to 3 adjacent friendly figures!! This is nasty as heck. Also loner also works for character with keywords....as long as your other characters don't have that characters keywords. So Invisible girl can finally get her 18 defense when you play her independently from her family.
shin-goji
05/28/2008, 21:48
Invigorate is the only one I would really need from this set, but I don't play medics. Alias is good, but Shape Change that goes away after one use, successful or not? Meh.
BLACKHEART25
05/28/2008, 21:51
Doesn't this seem pretty powerful?
By using support does that mean you actually have to make the roll or just attempt to use support.
Very powerful and better than warbound to me. You don't have to actually heal, you just have to attempt the healing (obviously meaning to stop this card opposing characters just have to base your team), but for 3 characters to lose their tokens along with FF4 starter Thing's ability to make people lose their tokens...this could be truly nasty!!
I don't read it this way. I read it as you can only remove one token off of an adjacent friendly figure, but you can do so for up to three figures total, which would be three total tokens.
Errata needed already! :eek:
Superfro
05/28/2008, 21:55
Errata needed already! :eek:
Not if you read it right. :p
absolutvt69
05/28/2008, 22:13
Cuz it was overpowered....and they are trying to make feats small point investments.
Seriously? Auto-Regen... overpowered? That's a first. It's 12 points (pricy for a feat), can only be used when you have Regen (most figures don't get it till they're almost dead) and even then doesn't guarantee you get anything back (plenty of times I've had to roll for regular Regen as I got a 1 or 2 for Auto Regen). In other words I don't think it was overpowered at all.
The only thing I can think of with Auto Regen NOT being reprinted is that we'll see it as a Special Power on figures that deserve it... like Wolverine will have one that he can use Toughness and Regeneration, when he uses Regeneration it is a free action and has a minimum of 1 click of healing.
Not if you read it right. :p
OK then... FAQ already needed! :laugh:
Glen Quagmire
05/28/2008, 22:28
Question on the second line of "Invigorate".
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
Question on the second line of "Invigorate".
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
Methinks that (technically) you're right.
Brightblade
05/28/2008, 22:40
Methinks that (technically) you're right.
But it still works wonders for those given their tokens without being given an action (looking at you Warbound, Theme PC, and CSA)
weaponizedsoul
05/28/2008, 22:44
man these new feats RULE!!!!
invigorate, vendetta, alias, camo, improvise.. i'm digging the flexible pt costs! 10% rule?! HAH!:laugh:
OK, so I like this set of feats because they're not game breaking but they're fun and cheap (Alias and Improvise seem to be my favorites so far).
Loner makes me a little sad because I can't play it on Omega Red.
Healing Factor makes me REALLY sad because it's absolutely not the boost Regen needed to become useful... sad...
Boosnickerty
05/28/2008, 22:46
Improvise sure seems like a lot of work for a payoff that may or may not ever happen. First you have to not use perplex 3 times because you have to have 3 tokens and then you also have to get lucky enough to roll doubles. I think I'll just use the perplex and take my chances with my rolls. Why do these cards have to be so difficult to pull off. I'll pass on that card.
Grumpygoat
05/28/2008, 22:47
But it still works wonders for those given their tokens without being given an action (looking at you Warbound, Theme PC, and CSA)
I was starting to wonder exactly how the heck the feat was useful at all, but that answers that question.
Because by the wording of the text, I don't see how you can take an action, gain a token, then have it removed due to Invigorate - the text seems pretty clear that if you took an action that turn, you get to keep your token for that turn, too.
Something like a theme re-roll, though, answers the question as to how the feat's useful.
weaponizedsoul
05/28/2008, 22:51
Improvise sure seems like a lot of work for a payoff that may or may not ever happen. First you have to not use perplex 3 times because you have to have 3 tokens and then you also have to get lucky enough to roll doubles. I think I'll just use the perplex and take my chances with my rolls. Why do these cards have to be so difficult to pull off. I'll pass on that card.
It'll be pretty easy to pull off actually.. consider your first couple of turns where you probably won't be attacking anything. If you have more than one perplexers then it'll be even faster. Plus it's only 7 points and it basically saves you from a critical miss. That's a pretty decent deal. Not TOP choice material but a decent option.:)
I was starting to wonder exactly how the heck the feat was useful at all, but that answers that question.
Because by the wording of the text, I don't see how you can take an action, gain a token, then have it removed due to Invigorate - the text seems pretty clear that if you took an action that turn, you get to keep your token for that turn, too.
Something like a theme re-roll, though, answers the question as to how the feat's useful.
Meh. That makes it situational at best then and, IMO, not worth the investment. The only "sure fire" payoff would be when paired with Warbound then. Otherwise you have to make sure your support piece is next to the piece that was given the token for PC, etc.
BLACKHEART25
05/28/2008, 22:55
I denounce my "better than warbound" accusation, but it still is a good card.
You know what i wonder though? Can a character equip Alias and then equip Camoflauge. For 11 points this could be seriously something.
Boosnickerty
05/28/2008, 22:56
It'll be pretty easy to pull off actually.. consider your first couple of turns where you probably won't be attacking anything. If you have more than one perplexers then it'll be even faster. Plus it's only 7 points and it basically saves you from a critical miss. That's a pretty decent deal. Not TOP choice material but a decent option.:)
Before the rule changes, maybe I could see your point, with the new rule changes, do you think it will take as long to get attackers into battle? The change to TK alone means that you no longer have to have everyone next to your tk'er and your more likely to get moving sooner. I think by the 3rd turn, your going to be involved in battle already.
Grumpygoat
05/28/2008, 23:03
Meh. That makes it situational at best then and, IMO, not worth the investment. The only "sure fire" payoff would be when paired with Warbound then. Otherwise you have to make sure your support piece is next to the piece that was given the token for PC, etc.
I never meant to imply the feat was good. I was just wondering how it was useful at all, seeing as how a character wouldn't have just gained a second action token unless it took an action, and if it just took an action, exactly how can Invigorate get used on it?
But the theme rerolls, Warbound, CSA and the like would cover that.
You know what i wonder though? Can a character equip Alias and then equip Camoflauge. For 11 points this could be seriously something.
I was just gonna ask this. Would be great, as the shape change couldn't be outwitted, as it's derived from a feat card, right?
Boosnickerty
05/28/2008, 23:08
I was just gonna ask this. Would be great, as the shape change couldn't be outwitted, as it's derived from a feat card, right?
Pretty sure this can't happen. The pre-requisite has to be showing on the dial to use a feat card.
Brightblade
05/28/2008, 23:11
I was just gonna ask this. Would be great, as the shape change couldn't be outwitted, as it's derived from a feat card, right?
To be assigned a feat you have to meet its requirements. unless at some point on the dial you already have shapechange, no camo for you.
malakim2099
05/28/2008, 23:20
Hooray Camo reprint!
Boo... well, about everything else. Invigorate is one of those feats that looks cute... but honestly? I think I'd almost rather have Call to Arms. :p
The cardboard does not color me impressed, needless to say.
BLACKHEART25
05/28/2008, 23:21
See at I'd agree with you, but now that Sp's can be used with feats now and Sp's are filled with can use and not possess....Whats to stop a feat that says you can use?
batmurph
05/28/2008, 23:29
Question on the second line of "Invigorate".
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
Im getting to this late, but when I read this Feat, I wondered the same thing. I mean, isnt the token gonna come off at the end of the turn anyway? Use it for re-roll actions? How many times, during your turn, do you use the keyword or CSA re-roll with three figs that are all next to each other, with a medic right there to roll to remove tokens? Survey sez: NEVER!
Not a bad crop of feats. Nothing to good, nothing too bad.
I'll get the new feats text added into my feat list on Friday.
Tarnish
UltraDRGN
05/29/2008, 00:28
Question on the second line of "Invigorate".
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
You realize this would make the feat do absolutely nothing right? You know what happens to figures you don't do anything with during your turn? THEY CLEAR. Invigorate can't work that way, it makes no sense because it would effectively cost 10 points for nothing.
Rurouni KJS
05/29/2008, 00:29
Im getting to this late, but when I read this Feat, I wondered the same thing. I mean, isnt the token gonna come off at the end of the turn anyway?
The feat text at issue reads: "Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used."
Maybe I'm giving WK too much credit for proper grammar, but if the intent of the card were to prohibit tokenable actions even before the feat is ever used, the sentence would read something like: "Characters that have action tokens removed from them can't have been given non-free actions during the turn this feat is used."
Anyway, my take on the feats:
SPOTTER: Not bad for 5 points. A way to get use out of RCE figs even between attacks or when based.
INFILTRATE: My 25 pt. Skrulls just became 27 pt. Skrulls. With tie-up becoming better than ever, this feat is gold for the points.
VENDETTA: Nice reprint, well worth using.
LONER: Great to see the non-keyworded get some love.
CAMOUFLAGE: SO happy to see this reprinted.
ALIAS: Very interesting effect. I like it.
HEALING FACTOR: Well, there had to be one utter dud in the lot. As much as I think Auto-Regen was a little TOO good, this one is very weak for the 6-pt. cost. At 4 points it'd be just right.
DISASSEMBLE: Has potential but not much, IMO. But it's priced right to minimize an opponent's boldness in using Special Object cheese.
IMPROVISE: Torn on this feat. Being able to auto-hit in the mid- to late-game is pretty awesome, but the doubles requirement all but kills its utility/cost ratio.
INVIGORATE: As I note above, it's counter to basic logic that this feat's text prevents tokenable actions before it's even used in a turn. Therefore, it's definitely a great feat.
Surfer13
05/29/2008, 00:48
Alias looks like a good way to spend 3 points. :cool:
lancelot
05/29/2008, 01:16
The feat text at issue reads: "Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used."
Maybe I'm giving WK too much credit for proper grammar, but if the intent of the card were to prohibit tokenable actions even before the feat is ever used, the sentence would read something like: "Characters that have action tokens removed from them can't have been given non-free actions during the turn this feat is used."
INVIGORATE: As I note above, it's counter to basic logic that this feat's text prevents tokenable actions before it's even used in a turn. Therefore, it's definitely a great feat.
That's exactly how I read it.
The way Rock wrote it up, it made it sound as if you take actions, Invigorate and remove tokens; rinse and repeat next turn.
Nowhere does it say that you cannot remove tokens from figures that have already acted this turn because the language as it is presented already occurs after the Support roll and removal of tokens.
Jackofhearts2005
05/29/2008, 02:04
Can somebody post the text of the feats?
Cause my computer is packed into my car and this one sucks and won't load pdfs. :p
Spotter...
HYDRA TA for cheap, cool. Range requirement limits the figures that will use it somewhat, but non-adjacent helps.
Infiltrate...
Clayface is the only person I can think to use it on, but at least it is cheap for rounding out your 10% Feat limit.
Vendetta...
6 Points to hopefully get the extra Victory points to win the Tournmanet and now almost anyone can use it (No Coloured base required).
Loner...
+1 Defence is nice, but as I am always trying to build Theme Teams not sure it would every get used and it does not help one man army figures.
Camo...
Nice Reprint.
Alias...
A One shot saving throw of 5+... Better than nothing but not really that impressed.
Healing Factor...
Since they still get a Token, I can not see ever using this.
Disassemble...
It saves me an action on shooting it. Not really worthwhile
Improvise...
Blah! Too many conditions... More tokens....
Invigorate...
As written it seems useless as they are going to clear anyway. If you are surposted to be able to give them an action first then use this at end of turn it is poor-mans-Warbound (and still an LE Card). Since I do not have Warbound I will try and win it but who can use it on my Theme Teams? Alfred, AIM Medic.... That is about it...
It seems strange to be happy there are no ubber-feats in this set. I guess that is what LE Feats cards does for you :laugh:
Captain Krueger
05/29/2008, 05:19
Well, there's some good stuff here.
Spotter : for the cost, is a geat addition to a lot of team. The SHIELD Sniper, with the new wording of the TA, will be a pain in the ### with this.
Infiltrate : My Warskrulls able to charge anyone in my opponent's team ? Yeah ! It's definitely worth 2 point !
Vendetta : the must of the pack, in my opinion. On a low-cost killing machine like Gamora, Winter Soldier or Karate Kid, it's awesome. Beside, Arch-enemy was one of my favorite game mechanic. Happy to see it back somehow.
Loner : well, at least it's cheap.
Camouflage : I've never used it before, so...
Alias : a very good way to spend 3 points and round a team.
Healing Factor : Hurray ! A feat that beat the non-usefullness of Extended Range ! I never though I would see this one day ! The only good point is it's a LE, so it's one tornament I won't be too sad loosing.
Disassemble : No interest at all. To me, anyway : I'm a huge (ab)user of Super-Strenght and everlasting heavy objects. But my opponents will love this one :)
Improvise : Decent. It can help and it's rather cheap. I will probably use it if I don't have a better idea.
Invigorate : If it works on figs that have already act, it's big. If not, it's silly.
Ouchmaker
05/29/2008, 06:30
Infiltrate...
Clayface is the only person I can think to use it on, but at least it is cheap for rounding out your 10% Feat limit.
Batgirl from Crisis. You charge for five squares through figures, place yourself in hindering and Quake your opposition's support pieces. That's definitely worth 2 points in Feats.
Spotter: Prereq RCE
Choose a character.
When another friendly character makes a ranged combat attack against a target opposing figure, modify the friendly character's attack value by +1 if this character has a clear line of fire to the target and the target is within this character's range.
5 pts.
Infiltrate: Prereq Stealth or Shape Change
Choose a character.
This character can ignore other characters for movement purposes, but must end it's movement adjacent to an opposing character.
2 pts.
Vendetta: Prereq: standard attack, defense and damage symbol
Choose a character.
At the beginning of your first turn, choose an opposing character with a point value greater than this character. Modify the attack value of this character by +1 when it is making close or ranged combat attack against the chosen character. If this character defeats the chosen character, you score additional victory points equal to half the chosen character's point value. If the chosen character defeats this character, the chosen character's controller scores additional victory points equal to half this character's point value.
6 pts.
Loner: Prereq: point value 100 points or less.
Choose a character.
If no other friendly character shares any of the character's keywords (or this character has no keywords), modify this character's defense value by +1 when this character has a clear line of fire to an opposing character 6 or fewer squares away.
Only one character on a force can be assigned this feat.
5 pts.
Camouflage: Prereq: Shape Change
Choose a character.
When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked.
8 pts.
Alias: Prereq: standard attack and damage value.
Choose a character.
(Optional) This character can use Shape Change, if it cannot already.
After this Feat is used, remove it from the game.
3 pts.
Le Feats:
Healing Factor: Prereq: Regeneration
Choose a character.
When this character uses Regeneration, it does not count toward your available actions for the turn.
6 pts.
Dissassemble: Prereq: Force Blast or Enery Explosion or Exploit Weakness.
Choose a character.
When this character is given an action and begins or ends the action adjacent to or in the same square as a target special object or standard heavy object, you may remove the target object from the game and replace it with a standard light object outside of the game.
3 pts.
Improvise: Prereq: CCE, Perplex, RCE.
Choose a character.
Once per round, when one of the character's combat values would be modified such that the modified value is higher than the unmodified value, you can ignore the modifier and put an Improvise token on this card, if there are fewer than three tokens on the card.
If there are three tokens on this card when the character makes an unsuccessful attack roll where the result of the roll is doubles, you can remove all tokens from this card and automatically hit the target of the attack (though this is not a critical hit).
Remove all tokens from this card when the character makes a critical hit.
7 pts.
Invigorate: Prereq: Support.
Choose a character.
When the character uses Support, remove one action token from adjacent friendly characters (maximum three total tokens removed). Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
10 pts.
Hesster56
05/29/2008, 07:18
Does anyone else notice how stupid the wording on infiltrate is? It's lack of proofreading like this that is killing me.
According to the card, I am required to complete a move action adjacent to an enemy. Note that required. From the card, "must end its movement adjacent to an opposing character."
If this was a computer game, that would be a major bug.
"I take two steps out of my starting zone, end my movement, and teleport across the map to end up adjacent to one of your figs in order to comply with this 2 point card."
Want to fix it? "This character can ignore other characters for movement purposes, but must finish its movement adjacent to an opposing character if there is one close enough to do so."
There, was that so hard?
Glen Quagmire
05/29/2008, 09:41
Does anyone else notice how stupid the wording on infiltrate is? It's lack of proofreading like this that is killing me.
Hmmm...
Unlike Invigorate, I had no problem with the wording. If you're not moving adjacent to any opposing characters during a move (such as the first turn), then clearly you aren't using the feat at the time. I'm taking it to mean that if I'm making moves adjacent to opposing characters for a specific action, the end of the action is when I would need to be adjacent to an opposing character.
Jarimy123
05/29/2008, 09:59
These are better than what we got in Crisis. The only feat card we got in crisis was Maneuver. This group of feats is ten times better than what we got in Crisis.
Surfer13
05/29/2008, 10:39
Want to fix it? "This character can ignore other characters for movement purposes, but must finish its movement adjacent to an opposing character if there is one close enough to do so."
There, was that so hard?
You didn't accomplish what the card requires.
There is no "if one is close enough to do so" element involved. If you use the feat, you must end your movement adjacent to a hostile. If you can't end your movement adjacent to a hostile, then you can't use the feat.
Then again, I didn't have a problem understanding the card, and if the card was so hard to understand, then how could you try to "fix" the wording before a ruling on what the wording means was made?
bill4935
05/29/2008, 10:41
So, who would I use most often or most effectively with these feats?
Spotter: Hey, E SIN S.H.I.E.L.D. Sniper gets her own feat! Good for her.
Infiltrate: Space Phantom all the way, baby. This will annoy swarm teams to no end.
Vendetta: I kind of like E Invincible for this one. He's cheap enough that the enemy tentpole will probably be higher points, but with the HSS and Super Strength to go with that +1:a-fist:, Mark will definitely have a good shot at taking them down (especially if the rest of your team softens the pole up first, and Invincible swoops in with the Hvy Obj for the KO).
Or I might choose Forerunner. Don't misunderestimate the ol' Forerunner when she's TKed in with the Soda Machine.
Loner: The loner feat breaks Living Laser. Living Laser is now BROKEN.
Camouflage: A nice reprint for new SI Skrulls and old Metal Men.
Alias: this will go along with anyone using Entangle. Mr. Fantastic maybe?
LE Feats:
Healing Factor: A dud. I won't bother getting this.
Dissassemble: Another dud. Looking at this piece and JL Firestorm, does Wizkids play a lot of funky scenarios involving object control? Lots of my players don't even bother to bring objects, even when they have tons of Super Strength!**
Improvise: Can I activate this feat using the figure's own Perplex? If so, then I choose U Origin Batman.
Invigorate: This one is easy. Anyone can come up with a good figure to use with Invigorate. I might add it to a Paramedic who's in a GL tank formation. More chances to remove multiple tokens.
**Just seems like object tokens aren't at all interesting to younger players. Which leads me to ask: will the Fantastic Four starter set have special 3D objects?
lancelot
05/29/2008, 11:01
Improvise: Can I activate this feat using the figure's own Perplex? If so, then I choose U Origin Batman.
Perplex is a Modifier, not a Replacement, so no.
Glen Quagmire
05/29/2008, 11:05
These are better than what we got in Crisis. The only feat card we got in crisis was Maneuver. This group of feats is ten times better than what we got in Crisis.
I'm going the opposite. I think this bunch collectively is among the worst batches of feats we've ever had, maybe just slightly better than the Supernova batch. The set certainly doesn't have anything as good as Manuever to make it compare to Crisis. I mean, there's some good ones, but nothing to outshine the missed opportunities and the unnecessary pee-pee dance that is Improvise.
Very powerful and better than warbound to me. You don't have to actually heal, you just have to attempt the healing (obviously meaning to stop this card opposing characters just have to base your team), but for 3 characters to lose their tokens along with FF4 starter Thing's ability to make people lose their tokens...this could be truly nasty!!
and warbound requires common keywords. All this req's is a guy with Support.
Kilowog17
05/29/2008, 11:13
Lots of my players don't even bother to bring objects, even when they have tons of Super Strength! Just seems like object tokens aren't at all interesting to younger players.
Probably because most of us don't play overly competitively bill! Haha! Also ''your players” what’s that about?'
bill4935
05/29/2008, 11:26
Lots of my players don't even bother to bring objects, even when they have tons of Super Strength! Just seems like object tokens aren't at all interesting to younger players.
Probably because most of us don't play overly competitively bill! Haha! Also ''your players” what’s that about?'
I don't like you. And your nogoodnik Arcade, coming out of nowhere, blowing up my Soda Machine as a fershlugginer free action. I had plans for that machine! It was gonna clobber your Living Laser. :angry:
Also, I meant "my venue's players".
Surfer13
05/29/2008, 11:28
Perplex is a Modifier, not a Replacement, so no.
Where does it say anything about a replacement?
If a character would have one of their combat values positively modified, they may ignore that modification and put a token on the card.
And yes, it would apply to any modification. Close combat expert or ranged combat expert would also apply. You could even ignore ES/D and combat reflexes if you wanted to.
On second glance, I like what they've done. In line with the 10% rule, the feats are cheap. You can use a lot of them if you want. 3 points for a 1 shot Shape change? That's a deal!! Some seem confusing (they HAVE to mean that you can't take an action after Invigorate clears it, but before is ok) but overall, none are that powerful. That's how feats SHOULD BE!
Lofcutus
05/29/2008, 13:29
I'm really impressed with the Feats for this set. As a whole they are a very interesting addition to teh game. I like that cards like Loner you only need to be lucky enough to find one of.
Not to mention I just love seeing the "flavor art" on the Feats, interesting choices there!
joh-marko
05/29/2008, 15:43
I just don't see it, if someone is playing competivitely they will already be playing Warbound, which makes this card virtually useless.
And yes, it's a great way to get around the fact that you can remove tokens without matching keywords, but with how little support there is out there (no medics, retirement is taking away the Dr. Mid-Nights, Hydra Techs) I see this just as another card that makes the Chief that much better.
I'm sure there are great uses for this card, but so far I'm not seeing them (of course, a figure in SI could render my entire argument useless, which probably will happen).
How do you warbound chief and darkseid? ;)
lancelot
05/29/2008, 15:44
How do you warbound chief and darkseid? ;)
You can't.
So, yeah, Invigorate is going to so circumvent that.
Spotter is nice, although I think it'd be hard to justify, especially under the new 10% rule.
Infiltrate is really nice, although it'll need that errata to clarify that you only have to end your turn next to an opposing character when you use the Feat, otherwise it reads like a penalty that would always be in effect, meaning you couldn't move unless you could end your turn next to an enemy.
Loner's ok. Very situational, but probably always worth the points if you can asign it. This would be great on the new Invisible Woman if she's the only FF on the team, since she can't be attacked from further out anyways.
Camoflage, does any Sue Storm have Shape Change? One of the new ones?
Alias is probably rarely worth it. One roll for 3 points? Eh, I guess it would come in handy.
Healing Factor, not as good as Auto-Regen.
Disassemble is a waste.
Improvise starts out good but then gets stupid. It's just way too much effort just to get the off chance that if you both miss the target AND roll doubles, you hit. Too much work for too little pay-off. Only worth it if you have a very Perplex/modifier heavy team.
Invigorate is expensive, but probably worth it, especially on low AV healers, since they don't have to roll anything to use this.
Overall another set of very lackluster Feats by the standards of pre-Avengers sets. I think they've kind of stopped trying, and moved their creative energies to SAs instead.
Btw, very Initiative-heavy Feat pic, does this portend Initiative pieces as well? Maybe Cloud 9 or a Common Scarlet Spider?
zero_cochrane
05/30/2008, 07:02
Does anyone else notice how stupid the wording on infiltrate is? It's lack of proofreading like this that is killing me.
According to the card, I am required to complete a move action adjacent to an enemy. Note that required. From the card, "must end its movement adjacent to an opposing character."I have no problem with that wording.
Infiltrate allows you to ignore opposing characters when moving (it doesn't say that you break away automatically, so I figure that you still have to roll break away).
You just have to make sure that you're next to one when you finish moving. If you're about to move past an opposing character but don't have enough squares left to reach a second, you have to remain adjacent to the first one.
If there are no opposing characters close enough to move adjacent to, then you don't use the feat. Feats are optional by default - only a very few (Life Model Decoy, frex) are "always on". No teleporting across the map required.
Warskrulls now cost 112 points, by the way.
shazam256
06/01/2008, 00:57
(The main article with pictures is in Critical Hit Issue 8)
SECRET INVASION FEATS
By William Rock
As the game continues to change and evolve feats have become an everyday source of pleasure and frustration with building teams. Now with the release of Fantastic Four the feat restriction in tournament play is now at 10% your build total. This makes picking your feats more difficult and the ones you pick had better be useful.
Secret Invasion as a set has many twist and turns. It takes some old dynamics and puts them on their head to make something completely different. The feats in this set are designed to frustrate your opponents and really supplement all of the figures on your team. Secret Invasion introduces us to some cost effective and efficient feats.
SPOTTER F001
The game as a whole has become a ranged based game. When team building most of us scramble for at least one figure that has a 10 or 12 range so that we can have some ground cover as our close combat pieces make their way in for the kill. SPOTTER takes the place of those many cheap HYDRA and PD pieces we had in the past. No longer can we use a Hand Ninja or Easy Company Soldier to make our attack values go up. Spotter is a cheap way to give effective characters a bigger boost and ensure that they are going to hit. However, be sure to bring supplemental figures that combo stealth and ranged combat expert when using this feat. Figures such as Winter Soldier, Merlyn, Shield Sniper Experienced, Crisis Green Arrow and Experienced CD Speedy will be figures that will make the most out of this card as they can be more than just a spotter themselves and have the range to see most anyone on the playing field.
INFILTRATE F002
This is the first feat ever that has a base cost of 2 points. This feat is a cheap way to give some stealth pieces and shape change pieces easy access to your opponent. Look to combo this card with figures that have Charge and Shape Change to get the most out of it. The initial thought on this card does seem to be Clayface, Basil Karlo and Ultimate Clayface LE as all three are front loaded Charge and Shape Change while bringing to the table some big damage. However, these figures will soon see retirement, but figures like Warskrull, Batgirl and Animal Man Experienced will make excellent use of this feat on their way to conquering the opposition. In the end most of us bring a stealth or shape change figure with us to the table when building. At only a cost of 2 points this feat should fit into most any team out there.
VENDETTA F003
We see the return of one of the most used feats in the game prior to the release of AVENGERS and the discontinuation of the archenemy base. We are now at a point in the game where this 6 point feat can be a true game turner. As the game is really about your KO points the ability to score double points on your opponent is huge. If you take out a 200-317 point figure you have almost guaranteed yourself a win in the tournament as long as you can stay undefeated. The trick with this card is to keep it on someone cheap like Winter Soldier, Lester LE, or JLA Green Arrow to get the most effect out of it.
LONER F004
In a game that has become reliant on keywords and THEME teams many of the figures that have no keywords are left out in the rain as they have no benefits to being played beyond what they bring to the table. Loner allows figures that have no keywords or that may share only one keyword to get a nice defensive boost when playing on the battlefield. Figures like Shadow Demon, Lambda Zero LE, Living Laser, Ghost Rider 2099, and Dark Knight Detective (Convention 2008) will enjoy the boost to their already substantial defenses. Bring to the table that all of those figures can hold their own in tournament play without this 5 point feat you have a nice and dangerous combination on your team.
CAMOUFLAGE F005
Another reprint of a great card, Camouflage used to be teamed up with the Enchantress from Legacy and cause all kinds of Chaos. As this card is soon to see retirement it’s re-release will allow figures like Cyborg Superman, Iron Lad, and the Unique Purple Man to see more game play as they stand next to a wall and snipe at your opponent. Most figures with Shape Change already were dangerous pieces. Once you give them some Pseudo-Stealth they become that much more dangerous. With the new rules allowing special powers to equip feats figures like Proteus and Apocalypse just got that much more dangerous.
ALIAS F006
In a game that is all about avoiding your opponents attacks the ability to give yourself even a 33% chance that your opponent can miss you can be huge. Alias allows a nice cheap way to give you that chance and battle it out with your opponent. Granted it is only a one shot card that does not guarantee a miss, but unlike cards like Protected there are no drawbacks to using this card. Most of us when team building have 3 points open on the team, the ability to give a figure with a high defense shape change even for one turn can be a true game turner.
HEALING FACTOR F101
Back when feats were first presented to us we were given the oft-used Automatic Regeneration. Since that cards retirement many fans have been calling for it’s reprint. However, this is not that card. Healing Factor allows for your figures with Regeneration to take the action for Regen without having it count towards your total allotment of actions. While this does not give you a free regeneration it is similar to JLA or Brotherhood as you don’t have to worry about what you have to do next with those few remaining actions.
DISASSEMBLE F102
In a game where adding a little bit of extra heft through objects or trying to turn the tide with Special Objects has become an everyday occurrence the ability to get rid of these objects has become important. While many people make use of the Structural Integrity Field and the Laser Turret some us don’t want to see those objects on the field for very long. Disassemble is a nice way to get rid of all the Heavy objects and the Special Objects that may do us harm or annoy us later in the game. Figures like Shadow Demon, Mantis or Lightning Ladd that see there way onto some teams will enjoy the little boost to take out anything that could harm them or their friends.
IMPROVISE F103
Often times at the end of the round you realize you haven’t used your perplex or you brought the HYDRA figure and seem frustrated with it’s use. IMPROVISE allows you to make use of “wasted” modifiers and save them for later. While this does not up your ability to hit it allows you a guaranteed hit as long as you roll doubles. I know a long shot here on the chance you roll doubles, but think of all the double 2’s and double 3’s you have rolled in a game and missed. Improvise allows you a guaranteed hit on the basis that you rolled doubles and missed. Nice trade off, but a little expensive at 7 points.
INVIGORATE F104
Every set has a must have Feat card that every player wants and desires to add to their cache of cardboard. In Secret Invasion INVIGORATE is that card. This card allows for your character with Support to take on a much more important roll on the team beyond being the character that brings you back to life. The ability to remove a token is huge especially if you are using protected or warbound. Figures like The Chief, Doctor Mid-nite,
and Wiccan who would see their way onto most teams anyways will turn out to be the most dangerous figures on the board as they are allowing their friends to attack every single round. In order to get the most out of this card look to use Support at the END of your turn and take all the actions away.
SECRET INVASION as an expansion that excites and thrills all players new and old. We already envision all the twists and turns that could come as WizKids works directly with Marvel and gives us a new and innovative set. Often times it is the feat cards and other additional cardboard, which can make or break a sets use. If there is only one card that is useful fans will be upset as it is hard to collect, or if the useful ones are too expensive they may be unusable in the current restriction. Lucky for us Secret Invasion gives us very cost effective and efficient cards that should see their way onto most teams.
Thanks for the info Rock!
Question on the second line of "Invigorate".
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
Yeah, that's the same thing I was thinking. It seems totally pointless the way it's currently worded. You can't use the figures the same turn you remove a token, but if you didn't use them, you would've cleared them anyway. :confused:
INFILTRATE F002
This is the first feat ever that has a base cost of 2 points. This feat is a cheap way to give some stealth pieces and shape change pieces easy access to your opponent. Look to combo this card with figures that have Charge and Shape Change to get the most out of it. The initial thought on this card does seem to be Clayface, Basil Karlo and Ultimate Clayface LE as all three are front loaded Charge and Shape Change while bringing to the table some big damage. However, these figures will soon see retirement, but figures like Warskrull, Batgirl and Animal Man Experienced will make excellent use of this feat on their way to conquering the opposition. In the end most of us bring a stealth or shape change figure with us to the table when building. At only a cost of 2 points this feat should fit into most any team out there.
Look to combo this feat with the BFC Infiltration
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