HeroClix Unified Team Ability Reference
Transcription
HeroClix Unified Team Ability Reference
HeroClix Unified Team Ability Reference Document last updated June 2008 When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack. Arachnos Crossgen Mystics When you give a character using the [TEAM NAME] team ability a move action, it does not count toward your available actions for the turn. Avengers Brotherhood JLA Top Cow [TEAM NAME] team members may use Stealth (though they do not possess the Stealth power). Batman Ally Kabuki Before the attack roll of any attack made by a [TEAM NAME] team member, the team Batman Enemy member may replace their attack value with the unmodified attack value (including a Sinister Syndicate replacement attack value) of any adjacent friendly [TEAM NAME] team member. Characters possessing the [TEAM NAME] team ability are wild cards. B.P.R.D. Calculator Freedom Phalanx Legion of Super-Heroes Minions of Doom Spider-Man Ally Crime Syndicate Crime Syndicate team members may use Probability Control (though they do not possess the Probability Control power). Whenever a Crime Syndicate team member uses Probability Control granted by this team ability, you must place an action token on that character or another friendly character on the battlefield that has zero or one action token. A character with one action token that is being given an action other than a free action can’t have an action token placed on it by this team ability. If an action token can’t be placed, this team ability can’t be used. This team ability can’t be used by wild cards. All attack rolls made by members of the Crusade team that result in doubles (except Crusade two 1s) cause knockback equal to the attacking character’s damage value. When a character using the [TEAM NAME] team ability is chosen as the target of an attack, roll a d6. On a result of 6, the attack can’t be made. The attacker must choose another target or be given a different action. Danger Girl Skrull Before any attack roll, a character using the [TEAM NAME] team ability can for the attack replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly character possessing the [TEAM NAME] team ability. Defenders JSA When a character possessing the Fantastic Four team ability is defeated, each friendly character using the Fantastic Four team ability can be healed of 1 damage. If all remaining characters using the team ability are defeated as part of the resolution of the same action, this team ability can’t be used. Fantastic Four A Green Lantern Corps team member that can carry other characters may carry up to 8 friendly characters instead of 1. Green Lantern Corps When a member of this team rolls doubles on the dice on a successful attack roll, Guardians of the the target is not knocked back. The attack deals damage normally. If the target has Globe zero or one action token after the attack has been resolved, give the target an action token. For each character using the [TEAM NAME] team ability that is adjacent to a friendly Hydra character making a ranged combat attack, the friendly character’s attack value Police Department can be modified by +1. All characters using the team ability to modify a friendly character’s attack value must have a clear line of fire to the target, though the target needs to be within range of only the character making the attack. Whenever an opposing character given a move action, power action, or free action Hypertime attempts to move from a square that is not adjacent to the Hypertime team member to a square adjacent to the Hypertime team member, roll one d6 before moving the See the note at the opposing character, even if it ignores the effects of characters on movement. On end of this document a result of 1 or 2, the opposing character can’t move to any square adjacent to the regarding the Kingdom Hypertime team member that turn. Characters with this team symbol and characters Come team symbol suffering knock back ignore this team ability. When two or more friendly Injustice League team members are adjacent to the same opposing character, each team member may use this team ability to be given a close combat or ranged combat action which may target only that adjacent 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 given an action using this team ability receives an action token after the action has been resolved. Injustice League A character using the Masters of Evil team ability can be given an action when it has Masters of Evil two action tokens on it. If it does, do not give an action token to the character after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a character that has been given a non–free action and used this team ability during that turn. When this character makes a close combat attack, it receives +1 to its attack value for each friendly character that is both adjacent to this character and the target character. Morlocks Once at the beginning of your turn as a free action, an Outsiders team member on Outsiders your force may choose a target friendly or opposing character. The team member must be within 10 squares of the target and have a clear line of fire to the target. Until the beginning of your next turn, the target’s combat values can’t be modified by powers or team abilities. This team ability can’t be used by wild cards. Characters using the [TEAM NAME] team ability do not take pushing damage and their powers can’t be countered. This team ability can’t be used by wild cards or be countered. Power Cosmic Quintessence Serpent Society team members may use Phasing/Teleport (though they do not possess the Phasing /Teleport power). Serpent Society When a friendly character makes a ranged combat attack, you can give any number S.H.I.E.L.D. of friendly characters adjacent to the attacker and using the S.H.I.E.L.D. team ability either a free action or a power action (but not both) before making the attack roll: For each character given a free action, modify the attacker’s range by +1; for each character given a power action, modify the attacker’s damage value by +1. When a friendly character adjacent to a Suicide Squad team member is KOd, roll one Suicide Squad d6 and subtract 2 from the result, minimum result 1. The team member is healed of damage equal to the result. If the team member is KOd by the resolution of the same action that KOd the adjacent friendly character, this team ability can’t be used. A character using the [TEAM NAME] team ability ignores the effects of hindering Superman Ally terrain (including team abilities that give hindering terrain bonuses) on its movement, Ultimates combat, powers, and feats. When two friendly Superman Enemy team members are adjacent, the character with the highest point value may use Outwit. If that character already has Outwit, then this team ability has no effect. If the team members have the same point value, their controller chooses which may use the Outwit power. Once this choice is made, it can’t be changed until the chosen character can no longer use Outwit. This team ability is canceled at the end of an action in which the two Superman Enemy team members are no longer adjacent. Superman Enemy At the beginning of an action during which two friendly characters using the [TEAM NAME] team ability are adjacent to each other, you can choose one of the characters, give it a power action, and roll a d6. Heal the other adjacent, friendly character of 1 damage, and on a result of 1–4, deal the character given the power action 1 unavoidable damage. Titans X-Men At any time during the game, you may declare an opposing team or character as 2000 AD your target. Once the character or team is chosen, it may not be changed. All 2000 AD team members increase their attack value by 1 when attacking the chosen team or character. At any time during the game, a character using the Ultimate X-Men team ability can choose an opposing character or a team; this choice can be made only once per game even if the character has used another team ability. When this character attacks the chosen character or an opposing character using the team ability of the chosen team, modify this character’s attack value by +1. Ultimate X-Men Important Notes Avengers/Brotherhood/JLA/Top Cow: While people commonly call this a “free move” the character still gets a token for the move action. It is not a free action. Arachnos/Crossgen/Mystics: Unless the attacker is using Pulse Wave (which ignores other characters’ powers, TAs, and feats), it takes the damage regardless of damage reducers. “Takes 1 damage” is different from “Is dealt 1 damage.” Danger Girl/Skrull: While these used to read identically to Shape Change, they were not changed with it because the designers felt the point cost balanced out by the fact that— Dissent notwithstanding— TAs can’t be Outwitted. Hypertime/Kingdom Come: As noted above, the Kingdom Come TA no longer exists. It’s been retroactively renamed and resymboled to Hypertime. The two are now considered one TA. If 2000 AD or Ultimate X-Men were declared against Hypertime, the attack value bonus would apply against both Rip Hunter (Hypertime Symbol printed on base) and Magog (Kingdom Come symbol printed on base). S.H.I.E.L.D.: Note that a character can’t use this TA when it’s carried as part of a Running Shot because doing so would violate the prohibition against being given a non-free action after being carried. Ultimates/Superman Ally: Because water is now its own terrain type and not a subset of hindering terrain, these TAs will no longer ignore the Submerged feat or Aqualad’s From the Depths power. 2000 AD and Ultimate X-Men: The commonly-overlooked difference between these is that for 2000 AD you choose for all team members collectively as well as copying wild cards. With UXM, each team member or wild card copying the TA gets to choose a target or team individually. Also, in this context, “team” means a team symbol, not a particular player’s force. Final note: “Possess(ing)” and “use/using” mean different things. For instance, as of the Fantastic Four PAC, wild cards can borrow defense values from Defenders (“using [this TA]”) but cannot lend those values (“possessing [this TA]”). This document is not officially endorsed by Wizkids, Inc. Images and names are the intellectual property of their respective holders. No challenge to the validity of any interest is intended. This fan-made document exists because WizKids, Inc. cannot make one for licensing reasons. All text comes from the most current official WizKids documents available, including errrata (such as for Serpent Society, which is no longer on the PAC but is still a valid TA, as is Morlocks). In cases where a team ability’s wording has been updated in one universe but an analogue in another universe has not (such as Marvel’s Defenders and DC’s Justice Society), this document uses the most current wording. If you find an error in this document, please email me.