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

tournament players tired of dealing with yet another Perplex team.

 

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