View Full Version : A new Alternate team ability
macewyndu
12/25/2009, 09:23
If you had your chance to create a team ability, how would you create it. It does not matter if it playable or not. I just want to see what are some ideas we can come up with. And who know maybe some of your ideas would come true, if Wizkids/NECA people would check out this thread (hint!:rolleyes:)
I will start it off
Marvel Knights:
Prerequisite: Spider-man team ability
Chose a character
If every character with a spider-man team ability can use stealth as if they possess stealth.(But do not possess the stealth ability)
Similar to the batman team ability
Ok, here is the first one for a example.
GarganisScorpion
12/25/2009, 10:02
Hellfire Club:
Prerequisite: Hellfire Club keyword and a name other than "Hellfire Guard".
All friendly characters with the Hellfire Club keyword (who are not named "Hellfire Guard") have the following team ability in place of any previous team abilities: This character gains +1 defense for each friendly Hellfire Guard that is adjacent to them.
Cost: 4 points per character with the Hellfire Club keyword on your force.
****
Keep in mind the usual rule of three, and how easy Hellfire Guards are to KO, and I think this ability would be useful without being overpowering.
JDKenada
12/25/2009, 10:18
Hellfire Club:
Prerequisite: Hellfire Club keyword and a name other than "Hellfire Guard".
All friendly characters with the Hellfire Club keyword (who are not named "Hellfire Guard") have the following team ability in place of any previous team abilities: This character gains +1 defense for each friendly Hellfire Guard that is adjacent to them.
Cost: 4 points per character with the Hellfire Club keyword on your force.
****
Keep in mind the usual rule of three, and how easy Hellfire Guards are to KO, and I think this ability would be useful without being overpowering.
Yeah, Black King is the only one I can see that would really be tough with this. He becomes a 19-21 mid-dial. Very nice idea, though I think 3 points would be fine for it.
Green Lantern Corps: This character gains +2 Speed when given a move action. This character may carry up to 4 characters. When you give this character a move action you may give all adjacent friendly characters, to a maximum of 4, Earthbound until the end of the action.
Justification: GL frequently transports slower flyers. I also halved the carried down to 4. 8 would have been a bit much.
Injustice League: When two or more friendly characters using the Injustice League team members ability are attacking the same opposing character, each team member character may use this team ability to be given a close combat or ranged combat action which may target only that opposing character. The total number of actions given using this team ability during a turn requires only one action from your available actions for the turn, but each Injustice League team member character given an action using this team ability receives an action token after the action has been resolved.
Slight wording change
New Gods: Prerequisite: New Gods keyword and point value 50 or more. This character gains the trait indomitable.
Die for Darkseid!: Prerequisite: Apokolips (okay, you can use the WK misspelling as well), not named Darkseid. When this character makes a close combat attack this figure gains +1 Attack and +1 Damage as long as it has line of fire to a character named Darkseid at the time of the attack
TheFreak
12/25/2009, 11:26
I'd love to see something to break down the various X-Teams. X-Force, Exiles, X-Factor. not sure what they'd all be, but I'd love it. Especially Exiles because I loved that comic...well before Chris Claremont spilled his evil all over it...
Justice League International
Prerequisite: The Justice League International, Or Justice League Europe Keyword
In Addition to Any Other Team Ability they Possess they Also Possess:
When a character with this team ability would be the target of an Attack roll a d6. On a Result of 6 the attack roll fails.
I don't know I just wanted to make a team ability showing how they're often underestimated.
Prerequisite: Green Lantern Corps team ability.
All Characters with the Green Lantern team ability have the following team ability instead of the Green Lantern team ability: Character with this team ability can use the Capture ability.
This is one I would rather have seen that the lame one we got.
X-factor
Prerequisite: X Factor keyword
All friendly characters with the X factor keyword have the following team ability in place of any previous team abilities: This character gains +1 Defense for each friendly X Factor keyword team member that is adjacent to them.
Cost: 3 points
X-Force
Prerequisite: X Force keyword
All friendly characters with the X-Force keyword have the following team ability in place of any previous team abilities: This character gains Stealth if they don't already posses it
Cost: 4 points
adam1der
12/25/2009, 13:20
Defenders: Any character(s) with Defenders keyword or TA gets +2 added to their defense. Five points per figure on your force that uses this feat.
Agents of Atlas: Character(s) must have Agents of Atlas as a keyword. When two or more friendly characters using this feat are adjacent to each other, the character with the highest point cost gains outwit if they don't already possess it.
(Flash's)Rogues Gallery/Seven Soldiers of Victory: Character(s) must have Seven Soldiers of Victory/Rogues Gallery as a keyword. When two characters with the required keyword are adjacent to the same opposing enemy, the character with the highest point cost may use probability control if they cannot already use it.
:cool:
Rogues
Prerequisite: Rogues Keyword
In Additon to any team ability that a character(s) may posses characters that meet the prerequisites gain this team ability:
Any Character within four Squares of this character that has Hypersonic Speed , Move and Attack ability, or Charge halves their movement value before being given a movement action.
Cost: 4 points per Character that uses this feet.
Superclone
12/25/2009, 14:16
Hellfire Club:
Prerequisite: Hellfire Club keyword and a name other than "Hellfire Guard".
All friendly characters with the Hellfire Club keyword (who are not named "Hellfire Guard") have the following team ability in place of any previous team abilities: This character gains +1 defense for each friendly Hellfire Guard that is adjacent to them.
Cost: 4 points per character with the Hellfire Club keyword on your force.
****
Keep in mind the usual rule of three, and how easy Hellfire Guards are to KO, and I think this ability would be useful without being overpowering.
Actually, I think I'd flip it around and put it as some kind of minion ability on a new Hellfire Guard.
VictorySaber
12/25/2009, 22:18
em... I'd hardly call the alt corp ta "lame"...
but if we're going to take shots, well...
The alt GL TA that SHOULD be out:
Cost: 8 points per character with team ability or keyword
All characters witht eh Green Lantern Team ability OR the Green Lantern Corp keyword gain the following team ability, and ignore any other TA they may have:
Each character with the GL TA or GLC keyword gains Indominitable. This ability may not be outwitted
adamkomar
12/25/2009, 23:23
Speed Force
Prerequisites: Must be from a DC set, Hypersonic Speed, damage value of 2 or less.
Cost: 12 points per character assigned this feat.
The prerequisites for Speed Force do not need to show in the character's stat slot in order for the character to use this feat.
All friendly characters from a DC set have the following team ability instead of any other team ability:
This character ignores the effects of hindering, elevated and outdoor blocking terrain for movement purposes, but it cannot end its movement on blocking terrain.
adamkomar
12/25/2009, 23:33
Mercenaries
Prerequisites: No team symbol and Stealth, Blades/Claws/Fangs, Willpower or Ranged Combat Expert.
Cost: 3 points per character assigned this feat.
The prerequisites for Mercenaries do not need to show in the character's stat slot in order for the character to use this feat.
Before this character makes an attack, any number of adjacent friendly characters using the Mercenaries team ability with clear line of fire to the target of the attack may be given power actions to modify this character's attack or damage value by +1 until the attack resolves.
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