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View Full Version : The 100 point power card


Doraz
03/09/2003, 00:32
My friends and I have been playing with this neet little house rule. In order to have faster/more realistic games, we have ruled out Medics, but allow for characters with Healing. Unfortunately, we hate it when one of the heavies goes down quickly... Outwit Thor's defense and a few shots knock him down to 3 and 2 dam... same with Thing... What we have added is a pre-game purchase of a power card. The card cost 10 points towards your build, can only be used 1x per game, by characters 100 points or more, and will heal 2-4 clix (and can be used at any time and does not cost a token). This power is to represent that 'second' wind our heroes are known to get when they are getting the snot beat out of them.

--- Before you knock... give it a try your next game... and let me know of any 'tweaks' that help.

MrHappyJetpack
03/09/2003, 00:45
Interesting. I might try it out next time we play.

Billy Jack
03/09/2003, 00:56
Kewl, I don't like playing with medics either (unless it's a tournament for an le) . The medics make good cannon fodder when you target them, and i get some selfish satisfaction when I see my medic dependent opponet start to lose his support pieces.

Doraz
03/09/2003, 00:57
Great... let me know how it goes... remeber the cool thing is that your roll does not count as a token move... if it did, it would allow the enemy a turn to knock you back down and negate the whole affect. EX.. panther outwits your things tougness, and the enemy flies in wolverine who hits you for 3 clix and he flies in hyde who connects for another 3... on your turn you roll back 4 clix of health and then wallup hyde back, knocking him down the totem pole... this negates the fear of not getting the first shot...