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New Heroclix Rules The heroclix gang has posted some monster
new team abilities for the
new Legacy set. www.hcrealms.com DC HeroClix: Legacy New Game Mechanics:
New Team Abilities by Jason Mical DC HeroClix: Legacy adds three exciting
and power team abilities to the HeroClix landscape. One is a repeat: the
ever-useful “wild card” team ability. The other two are completely new, and could
easily become staples of both casual and tournament-caliber forces. Calculator: Members of this team act as wild cards. They can
use any team ability that any friendly character on the
battle map possesses. They may use this ability once each action. Nothing new here; the Calculator simply
uses the Wild Card ability familiar to long-time HeroClix strategists. This is
the first time, however, that Wild Card abilities are available to a DC
villain force, and they have made their entrance with style. Outsiders: Once at the beginning of your
turn as a free action, a member of this team chooses a target friendly or
opposing character within 10 squares; the member must have clear line of fire to
the target. Until the beginning of your next turn, the target may not be the
target of powers or team abilities that modify its combat values. This team
ability may not be copied by wild card team abilities. Now here’s something a little different:
a team ability that allows you to prevent an opponent from pumping up one of
his or her characters - or, if you prefer, a little insurance against an
opponent who might deflate one of your own characters. The tactical advantages of
this are almost endless; you can elegantly shut down a team based around
cheap Perplexers or Enhancers. You can also use it for a more insidious purpose:
stripping the modifying bonuses away from your opponent’s Feat cards (or,
preventing your characters from taking penalties for using a particular Feat
cards). Don’t expect to see too many Outsiders
around, but those that are out there should come in extraordinarily handy. To
keep this from being an all-powerful team ability, it cannot be copied by Wild
Card team abilities (sorry, Calculator), and it has no effect on
replacement values, so characters with Defend can still share their protection without
worry. Crime Syndicate: Members of this team have
Probability Control. Each time a member uses this ability to reroll a die
or dice roll, give an action token to a friendly character that has zero or one
action token. This team ability may not be copied by wild card team abilities. And third, we have the Crime Syndicate.
The Crime Syndicate ability duplicates Probability Control, possibly
the most useful power in HeroClix, but it comes with a price: any time you use it,
you have to give a friendly character an action token. It’s rare that team
abilities are such obvious double-edged swords, but the ramifications of giving
deep-dial characters Probability Control for their entire dial were too
mind-boggling to contemplate - and, this way, it’ s kind of cool and unique. Again, this
ability cannot be copied by Wild Cards, another way to balance its
usefulness and prevent it from running amok. All in all, the two brand-new team
abilities in DC HeroClix Legacy should provide a nice breath of fresh air, for
fans of DC’s more popular teams, and for
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