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Riksheare
05/22/2003, 04:02
With the point formula's out and the dial-maker up, I'm going a bit hog-wild with my own conversions/creations, as are many of you. I would like feedback and point cost suggestions for some team abilities I'm working on, please.


NEW WARRIORS: Members of the New Warriors can target members of their own army.
WHY: From page one, panel one, the Warriors have been betraying and backstabbing each other and whomever else they need too, to get the job done.

THUNDERBOLTS: At the start of a game, a member of the Thunderbolts can designate one member of the opposing force to be an Arch-Enemy. All rules governing Arch-Enemies apply, and the chosen figure cannot duplicate a hero (name) on the Thunderbolts' side.
WHY: It seems as if every fight the T-Bolts got into, there was someone who "owed" them, or a villian who resented them going straight, or someone the T-Bolt themselves had a grudge against.

OUTSIDERS: Wildcard as Spider-Man Team.
WHY: The Outsiders are pulled from alot of different backgrounds and other teams, even more blatantly prevelant in the new book about to come out. Plus, the "mainstream" DCU should have at least one Wildcard team. Marvel has two.

AUTHORITY: I've had many ponderings with this. I would like to manipulate the starting area rules of the game with this team ability, owed to the "Doors" technology of the Ship, but its hard to do without really messing up the balance of the game. The best ideas so far:
1) Members of the Authority can start anywhere on the map, so long as it is at least two sqaures from any other starting area.
2) Members of the Authority can start three squares deep into the map, instead of two, or three squares from any edge of a map, as opposed to four for normal starts.


The outsiders Team ability is easy enough to point, assuming noone comes up with a better suggestion that totally blows mine from the water, but the rest are a bit more dicey, and I haven't been working enough with the point formulas out there to give an educated guess.

Thank you in advance for the tips/suggestions/feedback. And by the way, Rookie Hindsight Lad is THE most worthless piece ever created! 4 whopping points of ab-so-lut-ley nothin', baby! :)

blackdragon
05/23/2003, 16:46
Your Authority team abilities ideas are interesting. I need more time to ponder if your suggestions to see how well balanced it is. What do you think about giving the Authority the free movement ability that other teams have?

Peace,
blackdragon
:)

silverdoom
05/26/2003, 13:06
serphent scoity night stalkers alpha flight guardians of the galixy gods (i made it up) thor corps

Flash2049
05/31/2003, 10:35
Alpha-Flight would be the best team ever. Just because of the people on the team. I'm sure that one of you guys can come up with a cool ability for it. So go ahead.

Saiko-Ronin
06/19/2003, 09:41
Free move for the Authority might be ok, but I have a feeling they deserve something "better"

^_^

SpakSpang
06/19/2003, 11:31
I think if this 'Doors' technology is so cool...they could make a team ability that allows them to walk through blocking terrain in indoor matches only. The idea is that they are creating doors to move through the area.

But again that may cause really bad balance, because it is basically phasing that can't be outwitted, and the ability to have another movement power.

AdamWarlock
06/19/2003, 11:59
An Alpha Flight team ability I'd come up with that I feel to be pretty cool for them though only effective half the time:

Alpha Flight members' attack and defense values are both considered to be one-plus the number printed on their dials at all times if the current game is being played on an ourdoor map.


And some other interesting team abilities I'd devised...

INHUMANS. At the beginning of the game, if your team consists of at least twice as many inhumans members as non inhumans, your team's total cost may exceed the agreed upon increment of 100 by up to 3 points per Inhuman beyond the first. (It's confusing, I know). Clarification: if you have twice as many inhumans as non inhumans in your team, if you're playing a 200 point game and you have 4 inhumans in your team, your team can come to a total of up to 209 points (3 per each inhumans member beyond the first). OTHER TEAMS THAT ALLOW A FIGURE TO MIMIC DIFFERENT TEAM ABILITIES DO NOT COUNT AS INHUMANS.

NEW WARRIORS: If two friendly New Warriors members are adjacent to each other, the one with the lower point cost gains the abilit "Perplex" until the end of the turn. If 2 New Warriors members are tied for lowest point cost, you choose which one gains the ability. If the lower point cost New Warriors member already has perplex, this ability has no effect.

SERPENT SOCIETY: At the beginning of your turn, if this figure's attack value is 6 or less, this figure deals one damage to each adjacent enemy figure.

EXILES: Whenever an Exile is ko'd, you may move any friendly Exile you control to the square that the ko'd figure has previously occupied. This movement does not count as an action and ignores all terrain, figure bases and other factors that might hinder the movement.

ELDERS OF THE UNIVERSE (The Grandmaster, In-Betweener, Collector, Runner, Champion, Gardener, High Evolutionary, etc). This figure does not take damage from pushing. This figure is not considered to be pushed from having 2 action tokens placed upon it. This figure may take actions in up to 3 consecutive turns and is only considered to be "pushed" when it has three action tokens placed upon it at once. OTHER TEAM ABILITIES THAT MIMIC DIFFERENT TEAMS CANNOT COPY THIS ABILITY.

MARVEL KNIGHTS: This figure does not take damage from pushing if the second action token placed upon it was the result of this figure declaring an attack action.

SUPERNATURALS (Brother Voodoo, Shroud, Agatha Harkness, Moon Knight, Werewolf By Night, Man-Thing, etc). Same thing as Dc's "The Mystics".

MORLOCKS: Same thing as Dc's "Batman allies".

THE KREE (Captain Marvel, Ronan The Accuser, Marvel Boy, The Supreme Intelligence). Same as Dc's "Superman Allies".

RKShakespeare
06/19/2003, 13:10
DC already has a wild card team in the LSH, and really, given how abusive DC team abilities are compared to Marvel team abilities, they don't need two.

I like the Perplex idea for the New Warriors.

Hm.

FATAL FIVE: As an action, any Fatal Five character in LOS with another Fatal Five character may take a click of damage and target the second Fatal Five character. The targeted Fatal Five character gains +1 Damage and +1 Attack until the end of the turn.

ALPHA FLIGHT: Whenever two Alpha Flight members are in contact with one another, the figure with the lower point total gains the Willpower ability. If two Alpha Flight members are tied for lowest point cost, you choose which one gains the ability. If the lower point cost Alpha Flight member already has Willpower, this ability has no effect.

OUTSIDERS: Outsiders figures cannot have their powers "turned off", cancelled or ignored by powers like Outwit or Psychic Blast, and cannot have their point values altered by powers like Perplex.

Saiko-Ronin
06/19/2003, 14:07
Hmmm, The Authority could have the Phasing ability as the team power like SpakSpang said.

If they costed it proberly then it shouldn't be too much of an imbalance. After all, the Batman ability gives u free Stealth...

"Door!"

SpakSpang
06/19/2003, 16:11
Saiko-Ronin:

Thanks for support.