CaptAmerica44
12/10/2009, 19:09
Ever wish you had a few more options for build your teams. Maybe a different team ability or a benefit from developing a comic keyword team?
I offer you our "house rule" document for just such an opportunity. We have been using these guidelines with great success and it has helped to create a revitalization in team building with particular rewards for the "comic" centric player.
TEAM BUILDING STRATEGIES
Build your teams anyway you desire. This includes duplicates, cross universe, retired, etc. Increase and decrease are cumulative and are per 100 points of build.
● Team Synergy If all members of your team share the same team symbol or team keyword (not generic), you may exceed the build total by 2 points (for every 100 points of build).
● Highlander If your team consists of different characters (no duplicates by sculpture, name or identity), unique feats (no duplicates) and no generics, you may exceed the build total by 2 points (for every 100 points of build). A named character in a generic pose is not considered a generic.
● Same Universe If all of the characters on your team are from the same comic universe (Marvel, DC, Indy, HorrorClix or Halo ActionClix) increase your build 1 point (for every 100 points of build).
● Cross Universe If your team has a mix of characters from the Marvel, DC, Indy, HorrorClix or Halo ActionClix universe, reduce your build -2 points (for every 100 points of build).
SPECIAL TEAM ABILITIES
Special team abilities can be used by any team where all team members have the same symbol (use instead of their standard team ability) or share the same team keyword (not generic keywords).
There is no cost to characters with team symbols on their base and 5 points per team member if no team symbol exists. You must have at least 3 characters on your team that share a team keyword (or have the same team symbol) to use Special Team Abilities.
These special team abilities are available:
● Back Up When a member of this team is declared the target of an attack, add +1 to its defense if a friendly character is adjacent to the target at the time of the attack.
● Bounty At the beginning of the game, declare one opposing character as a bounty target. All attack rolls against that target resulting in a 10-12 are considered a critical hit on a successful attack. On a 12, damage is +2.
● Communication At the beginning of your turn, roll 1D6. On the result of 6, at the end of your turn you can remove one action token from any friendly character that took an action in the round.
● Exchange At the beginning of an action in which two friendly members of this team are adjacent, you may give one a power action and heal the adjacent friendly character 1 damage. After the heal roll one dice. On the result of 1-4, give the character that took the power action one unavoidable damage.
● Immunity Once per turn, give a member of this team a power action and designate one friendly character within 6 spaces and line of site to be immune to pushing damage until the end of the turn. No character can be the target of Immunity on consecutive uses.
● Mob Justice Reduce an opposing targets defense -1 if at least one friendly character is adjacent to the target, other than the attacker, at the time of the attack.
● Outsmart Once per turn, if two friendly members are adjacent, the character with the highest point value gains Outwit. If the character already possesses Outwit, the team ability cannot be used. If the two members are no longer adjacent, the Outwit ends.
● Tracers Members of this team ignore the bonuses and benefits from hindering terrain to opposing characters if the opposing character is not in a square of hindering terrain.
It should also be noted that we limit the use of Alternate Team Feats:
Alternate Team Feat Cards Can only be used by characters that have the pre-requisite team keyword. The symbol on the characters base is disregarded as a pre-requisite for using an Alternate Team Feat Card.
Feedback is always welcomed and enjoy a new way to build your favorite team (unofficially, of course).
I offer you our "house rule" document for just such an opportunity. We have been using these guidelines with great success and it has helped to create a revitalization in team building with particular rewards for the "comic" centric player.
TEAM BUILDING STRATEGIES
Build your teams anyway you desire. This includes duplicates, cross universe, retired, etc. Increase and decrease are cumulative and are per 100 points of build.
● Team Synergy If all members of your team share the same team symbol or team keyword (not generic), you may exceed the build total by 2 points (for every 100 points of build).
● Highlander If your team consists of different characters (no duplicates by sculpture, name or identity), unique feats (no duplicates) and no generics, you may exceed the build total by 2 points (for every 100 points of build). A named character in a generic pose is not considered a generic.
● Same Universe If all of the characters on your team are from the same comic universe (Marvel, DC, Indy, HorrorClix or Halo ActionClix) increase your build 1 point (for every 100 points of build).
● Cross Universe If your team has a mix of characters from the Marvel, DC, Indy, HorrorClix or Halo ActionClix universe, reduce your build -2 points (for every 100 points of build).
SPECIAL TEAM ABILITIES
Special team abilities can be used by any team where all team members have the same symbol (use instead of their standard team ability) or share the same team keyword (not generic keywords).
There is no cost to characters with team symbols on their base and 5 points per team member if no team symbol exists. You must have at least 3 characters on your team that share a team keyword (or have the same team symbol) to use Special Team Abilities.
These special team abilities are available:
● Back Up When a member of this team is declared the target of an attack, add +1 to its defense if a friendly character is adjacent to the target at the time of the attack.
● Bounty At the beginning of the game, declare one opposing character as a bounty target. All attack rolls against that target resulting in a 10-12 are considered a critical hit on a successful attack. On a 12, damage is +2.
● Communication At the beginning of your turn, roll 1D6. On the result of 6, at the end of your turn you can remove one action token from any friendly character that took an action in the round.
● Exchange At the beginning of an action in which two friendly members of this team are adjacent, you may give one a power action and heal the adjacent friendly character 1 damage. After the heal roll one dice. On the result of 1-4, give the character that took the power action one unavoidable damage.
● Immunity Once per turn, give a member of this team a power action and designate one friendly character within 6 spaces and line of site to be immune to pushing damage until the end of the turn. No character can be the target of Immunity on consecutive uses.
● Mob Justice Reduce an opposing targets defense -1 if at least one friendly character is adjacent to the target, other than the attacker, at the time of the attack.
● Outsmart Once per turn, if two friendly members are adjacent, the character with the highest point value gains Outwit. If the character already possesses Outwit, the team ability cannot be used. If the two members are no longer adjacent, the Outwit ends.
● Tracers Members of this team ignore the bonuses and benefits from hindering terrain to opposing characters if the opposing character is not in a square of hindering terrain.
It should also be noted that we limit the use of Alternate Team Feats:
Alternate Team Feat Cards Can only be used by characters that have the pre-requisite team keyword. The symbol on the characters base is disregarded as a pre-requisite for using an Alternate Team Feat Card.
Feedback is always welcomed and enjoy a new way to build your favorite team (unofficially, of course).