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Reload this Page Teams from the Longbox Teams from the Longbox: Star Trek/X-Men
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Old 08/19/2012, 01:36
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Teams from the Longbox: Star Trek/X-Men
Teams from the Longbox
FEATURING
Star Trek / X-Men

Space, the final frontier. These are the voyages of the Starship Enterprise. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before. In this case, it's meeting the X-Men in one of the weirder crossovers ever.


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Old 08/19/2012, 01:36
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Synopsis: Stardate: 1996. Marvel had just entered into an agreement with Paramount to publish comics based off their film and TV properties. This pretty much just ended up being a bunch of Star Trek titles, but those Trek books were a lot better than the other stuff. Anyways, one of the first books put out by this union was a team-up between the crew of the original Star Trek series, and the X-Men.

The one-shot centered around a rift between the Trek and Marvel universes that led to the merging of Proteus and Gary Mitchell, who joined by Deathbird, Gladiator and the Imperial Guard, threatened to wreck up both universes. So the crew of the Enterprise and the X-Men join forces to... basically blast the hell out of everything. It wasn't the most diplomatic or cunning of victories.

The whole issue itself was kind of bizarre. Sure we got the cute moment of both Bones and Beast expressing confusion over which Dr. McCoy is being addressed, but there's some other stuff that just looks odd. Like how the artist went to great pains in making the characters from Star Trek and the Enterprise look exactly as it did on the TV show, but then just goes insane while drawing the X-Men. Seriously, there's a panel with Scotty standing next to Bishop and how disproportionate they look is downright ridiculous.

But I'm getting off track. Let's build a team with the Enterprise crew and the X-Men. The first half of this is really easy thanks to the new Star Trek Away Team pack. Yeah, they're based mainly off the versions from the JJ Abrams movie, but they'll do. Here's the force from this one-shot:


75 (Star Trek FF 001) Captain James T. Kirk
50 (Star Trek FF 002) Dr. Leonard McCoy
75 (Star Trek FF 003) Spock
50 (Star Trek FF 004) Lt. Nyota Uhura
60 (Star Trek FF 005) Montgomery Scott
40 (Star Trek FF 006) Lt. Hikaru Sulu
50 (Star Trek FF 007) Ensign Pavel Chekov
133 (GSX 057) Cyclops & Phoenix
86 (GSX 048) Storm
60 (Danger Room 005) Beast
74 (Mutant Mayhem 081) Wolverine
86 (Mutant Mayhem 054) Bishop
51 (Xplosion 072) Gambit

= 890 points

sttat001 E Captain James T. Kirk
Team: Federation Away Team
Range: 6
Points: 75
Keywords: Federation, Soldier
8
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17
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(Special) Unwinnable Kobayashi Maru: [001a Only]: If you control no other characters, during your turn he may use Outwit a number of times equal to the number of opposing characters on the map.
(Damage) Unexpected Leader: Captain James T. Kirk can use Leadership. When he does, on a result of 3-4, he may give an action token to an opposing character within 3 squares and line of fire.

sttat003 R Spock
Team: Federation Away Team
Range: 6
Points: 75
Keywords: Federation, Scientist, Soldier
7
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17
3
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2
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9
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(Speed) Emotions Unchecked: Spock can use Charge and Flurry.
(Attack) Vulcan Nerve Pinch: Spock can use Exploit Weakness and Incapacitate.
(Defense) Vulcan Physiology: Spock can use Toughness and Willpower.
(Damage) The Refuge of Logic: Spock can use Outwit and Probability Control. When he uses Probability Control during his own attack rolls, he may choose to reroll only one die.

sttat002 R Dr. Leonard McCoy
Team: Federation Support Team
Range: 0
Points: 50
Keywords: Federation, Scientist
6
11
16
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6
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16
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6
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(Attack) Tricorder: Give Dr. Leonard McCoy a free action if he has no action tokens and choose a square within 6 squares and line of fire. Characters occupying that square can't use Shape Change or Stealth.
(Damage) Melvaran Mud Flea Vaccine: Give Dr. Leonard McCoy a free action and choose an adjacent character of 100 points or less. That character can use Shape Change until your next turn as long as he is adjacent to Dr. Leonard McCoy, but only succeeds on a roll of 6.

sttat006 E Lt. Hikaru Sulu
Team: Federation Away Team
Range: 0
Points: 40
Keywords: Federation, Martial Artist, Pilot
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2
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(Attack) Hide in Saturn's Magnetic Field: Hikaru Sulu can use Smoke Cloud as a free action and with a range of 8. When he does, he may only place markers in squares occupied by characters and they do not need to be adjacent to each other.
(Damage) Fencing Champion: When Lt. Hikaru Sulu attacks a character with a range value of 0, modify his attack value by +2.

sttat005 U Montgomery Scott
Team: Federation Support Team
Range: 4
Points: 60
Keywords: Federation, Scientist
8
9
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1
8
8
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1
7
9
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(Special) Transwarp Beaming: [005a Only]: Once per game, give Montgomery Scott a power action and choose an adjacent friendly character that possesses Phasing/Teleport and the Federation keyword. This turn, that character can use Hypersonic Speed instead of Phasing/Teleport and modifies their attack and speed value by +2.
(Speed) Transporters Are My Thing: Montgomery Scott can use Phasing/Teleport and the Carry ability.
(Damage) Engineering Genius: Montgomery Scott can use Perplex. When he uses it to target a character with the Armor, Robot, or Vehicle keyword, he may modify any value by +2 or -2 except damage.

sttat004 R Lt. Nyota Uhura
Team: Federation Support Team
Range: 5
Points: 50
Keywords: Federation
7
9
16
1
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1
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9
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1
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9
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1
6
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1
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1
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(Special) Intercept Communications: [004a Only]: At the beginning of the game, choose a team ability that an opposing character can use that isn't a Wild Card team ability or a team ability a Wild Card can't use. Friendly characters can use that team ability this game in addition to their other team abilities as long as Lt. Nyota Uhura is on the map.
(Special) It is A Relationship: [004b Only]: When Lt. Nyota Uhura and a character named Spock are adjacent to each other, modify both of their defense values by +1 if not already modified by this effect.
(Attack) Phaser Settings: Lt. Nyota Uhura can use Incapacitate and Penetrating/Psychic Blast. When she uses Incapacitate, modify her attack value by +1. When she uses Penetrating/Psychic Blast, modify her damage value by +1.
(Damage) Jam Encrypted Communications: Opposing characters within 8 squares can't use Additional Team Abilities.

sttat007 R Ensign Pavel Chekov
Team: Federation Support Team
Range: 0
Points: 50
Keywords: Federation, Teen
8
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1
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1
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1
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1
8
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1
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1
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KO
KO
KO
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KO
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(Special) Transporter Lock: [007a Only]: Friendly characters modify their speed value by +3 when using Phasing/Teleport.
(Damage) Tricorder: Give Ensign Pavel Chekov a free action if he has no action tokens and choose a square within 6 squares and line of fire. Characters occupying that square can't use Shape Change or Stealth.

The team comes out to exactly 400 points. Obviously, since each figure has two dials to choose from, it's up to you which one you decide to go with. I like the A-dials the most, so that's what I went with.

But now that we've got the Star Trek side all done, the X-Men are next and they were a little trickier. Do you go with figures that resemble the way they looked in the comic or figures that are playable? This mainly comes up when dealing with Wolverine. The issue takes place around the time he had his bone claws, but that figure is just plain awful. But never let it be said that Heroclix isn't about overcoming challenges, so we're using him.

mm081 V Wolverine
Team: X-Men
Range: 0
Points: 74
Keywords: Martial Artist, X-Men
8
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16
3
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3
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6
9
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2
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KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
KO
KO
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gx057 E Cyclops / Phoenix
Team: X-Men
Range: 8
Points: 133
Keywords: Future, Past, X-Factor, X-Men
10
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17
3
10
10
18
4
6
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3
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KO
KO
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KO
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KO
KO
KO
KO
(Attack) Slym and Redd: Give Cyclops / Phoenix a power action. They can then be given two free actions to use Force Blast and Telekinesis once each.
(Damage) Rigorous Trainers: Cyclops / Phoenix can use Leadership and Enhancement. When using Enhancement, the adjacent friendly character also modifies its attack value by +1.

gx048 V Storm
Team: X-Men
Range: 9
Points: 86
Keywords: Deity, Fantastic Four, Hellfire Club, Morlocks, Ruler, X-Men
10
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17
3
8
9
17
2
8
9
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1
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KO
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(Damage) The Weather Witch: When Storm occupies a square of outdoor terrain, modify her damage and range values by +1 and she possesses 2 targets.

mm054 V Bishop
Team: X-Men
Range: 6
Points: 86
Keywords: X.S.E., Police
8
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15
2
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2
7
9
14
2
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1
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8
13
2
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2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
KO


dr005 V Beast
Team: X-Men
Range: 0
Points: 60
Keywords: Mutant, Scientist, X-Factor
8
9
16
2
8
9
15
2
7
8
15
2
7
8
14
1
6
7
14
1
6
7
14
1
6
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
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KO
KO
KO
KO


xp072 V Gambit
Team: X-Men
Range: 6
Points: 51
Keywords: Horsemen of Apocalypse, X-Men
8
9
17
2
7
8
16
2
7
8
15
1
6
7
14
1
6
7
14
1
5
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
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KO
KO
KO


The X-Men side of things comes out to 490 points, which combined with the Enterprise Crew comes out to 890. Obviously if you'd prefer an even thousand point game, you could upgrade any of these X-Men to contemporary versions like the Gambit and Bishop pieces from Mutations & Monsters, or the Beast, Wolverine and Cyclops pieces from GSX, or if you're looking for the Scott and Jean of that era, their old figs from Infinity Challenge (though you could just as easily Split them from the duo). And of course, there's a new Storm coming in the 10th Anniversary set. She can't be too much more in points.

That's all for this week. Thanks to tidge for letting me fill in for him. He'll be back next week and I'll have an all-new Comic Accurate tomorrow as we spotlight something else X-related.

Thanks for reading, more Teams from the Longbox can be found here.
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Old 08/19/2012, 01:41
    #3
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This comic must have been funny to read.
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Old 08/19/2012, 02:15
    #4
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It was an awesome read with Gladiator punching the Starship Enterprise in the beginning, Spock nerve pinching Wolverine, and Proteus and Gary Mitchell teaming up against everyone else with Deathbird fanning the flames.
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Old 08/19/2012, 02:52
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The comic was terrible. It was an example of the kind of bad crossover that gave the comics of the 90's a bad name. Nothing had to make any sense, it was just an excuse to put the characters together and trick gullible fans to part with their money. Sadly, I was one of them.
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Old 08/19/2012, 03:30
    #6
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So bottom line is... for the comic book purist the order of justifiable mixing of clixverses is (From most acceptable to least):

Star Trek
Street Fighter (The characters were in video games together)
Batman/Green Lantern Movie clix
Halo/Gears of War/LOTRO

That is all.
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Old 08/19/2012, 07:45
    #7
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Quote : Originally Posted by mandroid71 View Post
So bottom line is... for the comic book purist the order of justifiable mixing of clixverses is (From most acceptable to least):

Star Trek
Street Fighter (The characters were in video games together)
Batman/Green Lantern Movie clix
Halo/Gears of War/LOTRO

That is all.
See, I'd move the Batman/GL (and Avengers) movie clix to the top as being most acceptable. I mean, if I'm putting a Justice League team together, sure I'd go for the comic versions first, but in a pinch, the movie versions will suffice. Especially if there's a character in the movie sets that doesn't exist in comic versions (See: Salaak, Howard Stark, Carmine Falcone, Etc.) So my list would be:

Avengers/Batman/Green Lantern Movies
Star Trek
Street Fighter
Halo/Gears of War/LOTR
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Old 08/19/2012, 10:25
    #8
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So, to counter your team, I have built a 900 point force based on the opposing side.
M&M103 Proteus
XP087 Deathbird
GG040 Gladiator
SN009 Shi'ar Admiral X2
SN008 Shi'ar Borderer X1
SN001 Shi'ar Warrior X2

WM005 Dr. Manhattan (Gary Mitchell stand in)

This comes out to 898, so you can add a small feat, or just throw on the Tank Turret

And if you really want to have the scene where Gladiator punches the Enterprise, you can add the ST Tactics 101 USS Enterprise A at 75 points and upgrade some of your X-Men to make them 1000.

You can then add some more Shi'ar Generics.
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Old 08/19/2012, 11:03
    #9
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Quote : Originally Posted by Arsenalroy2k View Post
See, I'd move the Batman/GL (and Avengers) movie clix to the top as being most acceptable. I mean, if I'm putting a Justice League team together, sure I'd go for the comic versions first, but in a pinch, the movie versions will suffice. Especially if there's a character in the movie sets that doesn't exist in comic versions (See: Salaak, Howard Stark, Carmine Falcone, Etc.) So my list would be:

Avengers/Batman/Green Lantern Movies
Star Trek
Street Fighter
Halo/Gears of War/LOTR
Yeah, I tend to be a bit of a purist myself, but I have zero compunctions about using the GL/Avengers/Dark Knight movie figures with my comic-based versions of the characters.
Zero.
What substantial difference is there in fielding those characters as opposed to comic-based characters with variant costumes, based on older stories, etc. (Much less using alternate universe/Elseworlds characters!)
Should I not use the Zatanna from the Justice League set (the one five years ago) unless I'm specifically doing a Satellite-era JLA team?

If I'm making a Green Lantern Corps team, should I feel fine to include the DC75 Guy Gardner (aka, the one in Red Lantern togs?) and the Big Barda/Mr. Miracle duo, but NOT Salaak?
Nonesense.

How about all those generics from the Dark Knight? Oh, I shouldn't use *that* generic cop on my team, he's from a *movie* set.

I'm also PERFECTLY fine using things like the generic alien baddies from Halo/GoW to represent alien menaces for super heroes to fight. I also once made a team with Ulik and Rock Trolls and various orc figures from LotR.
I slept just fine that night.
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Old 08/19/2012, 11:05
    #10
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Quote : Originally Posted by loganspeedo View Post
It was an awesome read with Gladiator punching the Starship Enterprise in the beginning, Spock nerve pinching Wolverine, and Proteus and Gary Mitchell teaming up against everyone else with Deathbird fanning the flames.
"Did he just... punch... my ship?"
That one Captain Kirk line is really the clearest thing I recall from this.

Oh, and when some calls "Dr. McCoy!" and Bones and Beast both reply, "Yes?"

The fact that I literally remember nothing else means it's probably best left that way.
Last edited by charlesdward; 08/19/2012 at 23:18. Reason: Adequate spelling skill =/= adequate typing skill
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Old 08/19/2012, 16:24
    #11
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I didn't read this book, but the team looks pretty good. I'd definitely try and build this team if I could.
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Old 08/19/2012, 18:37
    #12
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I actually had put together a 1000 point version the other day. sadly i haven't had a chance to play it yet, and the point values of individual figures got messed up in the copy/paste but here it is for you to see:

STTAT001 Captain James T. Kirk
STTAT002 Dr. Leonard McCoy
STTAT003 Spock
STTAT004 Lt. Nyota Uhura
STTAT005 Montgomery Scott
STTAT006 Lt. Hikaru Sulu
STTAT007 Ensign Pavel Chekov
GX008 Cyclops
FFGSX004 Wolverine
MU014 Bishop
MU027 Beast
DR004 Jean Grey
MU032 Gambit
MU057 Storm
total 998
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