Post by Zoom on Jul 15, 2011 15:26:49 GMT -5
Reference: wizkidsgames.com/v3/products/heroclix/downloads/2011HeroClixPAC.pdf
Strafe Prower's Outsiders
Geo-Force 71
Katana 37
Black Lightning 48
Metamorpho 46
202
vs
Zoom's Titans
Nightwing 42
Starfire 67
Raven 50
Cyborg 44
203
Here are our dials. DON'T PANIC
vs
To keep things a little simplier, let's forget about the Titans and Outsider team abilities.
One important thing to notice is that Geo-Force and Starfire don't have a boot to represent their speed. They've got a wing. This means that Geo-Force and Starfire can fly and carry
Flight - This character ignores terrain for movement (so they can fly over buildings, blocking, water or hindering terrain without stopping or slowing down and if they get knocked off a building, they don't take damage), and can move adjacent to or over opposing figures without stopping.
Carry - When moving, a carrier can pick up an adjacent friendly character that isn't a flier, double base or a giant (don't worry about those last two). Subtract 2 from the carrier's speed and move as normal. After you're done moving, you can put the character you were carrying in any square adjacent to the carrier.
Now, we'll go over the powers that each character starts with so that you understand how to use your characters and what to look out for.
Geo-Force doesn't start with anything Bucky Cap didn't have but I'll go ahead and repost his powers here.
Green attack is Super Strength. Geo-Force can pick up objects. +2 damage to close combat attacks with a heavy (red) or +1 damage for a light (yellow). He can also throw them to make ranged attacks. Heavies have 6 range and do 3 damage. Lights have 8 range and do 2 damage.
Orange defense is Toughness. Geo-Force takes 1 less damage from all attacks.
Red damage is Ranged Combat Expert. When making ranged attacks, Geo-Force's damage is +2.
Katana
Black speed is Stealth. I can't shoot Katana if she's standing in hindering (green outlined) terrain or if there is hindering terrain between us.
Red attack is Blades/Fangs/Claws. Katana can choose to roll a die and do that much damage instead of her regular damage value (2) when making close combat attacks.
Lime defense is Combat Reflexes. Katana's close combat defense is +2.
Black Lightning
Grey speed is Running Shot. Move up to half his speed value and make a ranged attack.
Blue attack is Incapacitate. Instead of doing damage after he hits, Black Lightning can choose to give his target an action token. (This works with Running Shot.)
Metamorpho
Dark blue speed is Plasticity. When breaking away from an opposing character, Metamorpho adds 2 to his die roll. When opposing characters break away from him, they subtract 2 from their die roll.
Blue attack is incapacitate. See Black Lightning.
Dark blue damage is Shape Change. Anyone who wants to attack Metamorpho has to roll a die. If they get a 5 or a 6, they can't attack Metamorpho and have to do something else instead.
And now, my guys.
Nightwing
Orange speed is Leap/Climb. Nightwing ignores terrain (except walls) and figures for movement (so he breaks away for free) and can make close combat attacks against people on different elevation.
Gray damage is Leadership. Nightwing can roll one die at the beginning of his turn. On a result of 5 or 6, his team gets an extra action and he can remove an action token from one friendly figure of a lower point cost (which can't happen in this game) that's standing next to him.
Starfire
Gray speed is Running Shot. See Black Lightning.
Orange defense is Toughness. See Geo-Force.
Red damage is Ranged Combat Expert. See Geo-Force.
Raven
Yellow speed is Phasing/Teleport. Raven ignores terrain and figures for movement.
Blue attack is Incapacitate. See Black Lightning.
Blue damage is Probability Control. Raven can reroll one attack (or Blades/Fangs/Claws) roll on her turn and one on her opponent's turn but she has to be able to see the figure making the roll and be within 10 spaces.
Cyborg
Orange speed is Leap/Climb, same as Nightwing's.
Yellow attack is Pulse Wave. Cyborg can make a ranged attack (even if he's got an opposing figure right next to him) against every figure on either team within half his range (so 3 spaces). He ignores all powers (like stealth, shape change or toughness) for this attack but only does 1 damage as long as the attack hits multiple characters.
And that's it! Yes, complicated at first but you'll get the hang of it.
Strafe Prower's Outsiders
Geo-Force 71
Katana 37
Black Lightning 48
Metamorpho 46
202
vs
Zoom's Titans
Nightwing 42
Starfire 67
Raven 50
Cyborg 44
203
Here are our dials. DON'T PANIC
vs
To keep things a little simplier, let's forget about the Titans and Outsider team abilities.
One important thing to notice is that Geo-Force and Starfire don't have a boot to represent their speed. They've got a wing. This means that Geo-Force and Starfire can fly and carry
Flight - This character ignores terrain for movement (so they can fly over buildings, blocking, water or hindering terrain without stopping or slowing down and if they get knocked off a building, they don't take damage), and can move adjacent to or over opposing figures without stopping.
Carry - When moving, a carrier can pick up an adjacent friendly character that isn't a flier, double base or a giant (don't worry about those last two). Subtract 2 from the carrier's speed and move as normal. After you're done moving, you can put the character you were carrying in any square adjacent to the carrier.
Now, we'll go over the powers that each character starts with so that you understand how to use your characters and what to look out for.
Geo-Force doesn't start with anything Bucky Cap didn't have but I'll go ahead and repost his powers here.
Green attack is Super Strength. Geo-Force can pick up objects. +2 damage to close combat attacks with a heavy (red) or +1 damage for a light (yellow). He can also throw them to make ranged attacks. Heavies have 6 range and do 3 damage. Lights have 8 range and do 2 damage.
Orange defense is Toughness. Geo-Force takes 1 less damage from all attacks.
Red damage is Ranged Combat Expert. When making ranged attacks, Geo-Force's damage is +2.
Katana
Black speed is Stealth. I can't shoot Katana if she's standing in hindering (green outlined) terrain or if there is hindering terrain between us.
Red attack is Blades/Fangs/Claws. Katana can choose to roll a die and do that much damage instead of her regular damage value (2) when making close combat attacks.
Lime defense is Combat Reflexes. Katana's close combat defense is +2.
Black Lightning
Grey speed is Running Shot. Move up to half his speed value and make a ranged attack.
Blue attack is Incapacitate. Instead of doing damage after he hits, Black Lightning can choose to give his target an action token. (This works with Running Shot.)
Metamorpho
Dark blue speed is Plasticity. When breaking away from an opposing character, Metamorpho adds 2 to his die roll. When opposing characters break away from him, they subtract 2 from their die roll.
Blue attack is incapacitate. See Black Lightning.
Dark blue damage is Shape Change. Anyone who wants to attack Metamorpho has to roll a die. If they get a 5 or a 6, they can't attack Metamorpho and have to do something else instead.
And now, my guys.
Nightwing
Orange speed is Leap/Climb. Nightwing ignores terrain (except walls) and figures for movement (so he breaks away for free) and can make close combat attacks against people on different elevation.
Gray damage is Leadership. Nightwing can roll one die at the beginning of his turn. On a result of 5 or 6, his team gets an extra action and he can remove an action token from one friendly figure of a lower point cost (which can't happen in this game) that's standing next to him.
Starfire
Gray speed is Running Shot. See Black Lightning.
Orange defense is Toughness. See Geo-Force.
Red damage is Ranged Combat Expert. See Geo-Force.
Raven
Yellow speed is Phasing/Teleport. Raven ignores terrain and figures for movement.
Blue attack is Incapacitate. See Black Lightning.
Blue damage is Probability Control. Raven can reroll one attack (or Blades/Fangs/Claws) roll on her turn and one on her opponent's turn but she has to be able to see the figure making the roll and be within 10 spaces.
Cyborg
Orange speed is Leap/Climb, same as Nightwing's.
Yellow attack is Pulse Wave. Cyborg can make a ranged attack (even if he's got an opposing figure right next to him) against every figure on either team within half his range (so 3 spaces). He ignores all powers (like stealth, shape change or toughness) for this attack but only does 1 damage as long as the attack hits multiple characters.
And that's it! Yes, complicated at first but you'll get the hang of it.