It's been a while since I've written anything about my HeroClix House Rules. No one reading this cares much about them, but then, very few people reading this will comment, either, so it's all good.
I've made changes to how several powers work over the past few weeks. In addition to beefing up Impervious and Invulnerable considerably (the powers now absorb 4 and 3 clicks of damage, respectively, instead of 2), I've also added the following text to (of all things) Leadership:
Optional: Add 30 points to any character with Leadership's total point value and modify Leadership by adding the following: Give this character an action token. This character may remove one action token from any friendly character who shares this character's team ability, provided the target friendly character is within 10 squares and this character has a clear line of sight to that character.
This changes Leadership from being a power that players largely regard as a waste of points (especially when the slot Leadership is in could generally more profitably be used for Perplex or Outwit) into being a power that is quite formidable. Add 20 points to your Infinity Challenge Captain America's point cost and suddenly, he can lead the Scarlet Witch, Quicksilver, and Hawkeye... even the lousy IC and CT versions... quite effectively into combat. You now have a Captain America who can use Flurry, Probability Control, Running Shot, and Ranged Combat Expert... a little further into the game, he can use Hawkeye's Energy Explosion, as well. Throw in the Black Widow (who first started hanging around with the Avengers back when those 4 comprised the team) and Cap can use Incapacitate, too (a power he badly needs, that no version of Cap has been given yet).
This may seem ridiculous, but only if we assume that Cap is actually using the powers himself. (Actually, Cap should have some of these powers on his own dial... him being able to use Probability Control, Flurry, Ranged Combat Expert, Running Shot, or Incapacite is hardly a stretch.) In point of fact, though, a leader would 'use' these powers by ordering his teammates to perform certain tasks. Thus, someone with Leadership, surrounded by a well balanced group of characters who are members of his team faction, could more effectively deploy them. If Cap uses Energy Explosion (or, in a team with Hercules or Thor, Super Strength), he wouldn't really be doing the feats involved, he'd have ordered the teammate in question to do something that would have the same effect. (Cap might use Hercule's Super Strength to pick up a boulder and smash it over someone's head, but in fact, he would have simply ordered Hercules to do it.)
The second potential Leadership effect essentially means that a team leader can now inspire team members into making an otherwise impossible effort. By being able to take an action token him or herself to remove one from one of his or her teammates, a leader can allow that teammate to move again without penalty, or in circumstances where they normally wouldn't be able to move at all. This is, in my opinion, a considerably more effective and potentially disruptive ability, so I've made it rather more expensive than the first Leadership add on.
The effect this has in playtesting is to suddenly make virtually every team that has a character with Leadership significantly more effective. Alpha Flight, for example, is now led by a person wearing a cybernetic set of super armor that can, for 20 extra points, provide her with Super Strength, HyperSonic Speed, Stealth, Blade/Claws/Fangs, or Super Senses... which are certainly things that the Vindicator armor should be able to do, and has been shown as doing (assuming one thinks of Blade/Claws/Fangs as being simply a damage boost).
It's enough to make one deeply regret that no version of Reed Richards to date has the Leadership skill.
My greatest temptation is to put Moon Knight in every single Avengers team I ever build, simply because Captain America SHOULD have Willpower. Certainly, anyone in the JLA with Leadership will benefit enormously from keeping Batman within 10 squares of them at all times.
I've modified Pulse Wave and Quake, also, as follows:
QUAKE - Character can scatter surrounding characters with a single devastating blow. (optional)Give this character a close combat action. This character’s damage value becomes 2 if it is greater than 2. Make a close combat attack on an adjacent opposing character. If successful, this character automatically takes knockback for any damage done to it. All characters adjacent to the target character besides the attacker also take damage and knockback as if they had been struck by the close combat attack.
The effect of this is to make Pulse Wave very nearly an automatic hit, which is essentially what Pulse Wave is. Since most such 'radiating' attacks depicted in comics do seem to effect all targets in radius regardless of that target's relative durability (Black Canary, Banshee, etc) and these attacks seem to be nearly impossible to avoid, this strikes me as consistent with how the power is written in the source material.
Quake will now work much more like it seems that it is supposed to, namely, as an Energy Explosion for Close Combat attacks. A successful attack roll on one target still needs to be made, which isn't consistent with how Quake seems to work in the comics (Gorgon just stamps his hoof on the ground, the Hulk just hits the ground with his fists, etc) but a power that allows a character to do high damage to a lot of opponents without some kind of dice roll seems unbalanced.
I've also come up with a new Champions TA. I haven't added it to the House Rules online as yet, but here's what I have to date:
This effectively means that any one Champion can move up to another Champion and help them either leave combat without having to roll breakaway, or move from level of terrain to another (non elevated to elevated, or vice versa) without difficulty. Thus, the Black Widow can swing down on her web-cable and grab Hercules and carry him up onto a roof. Or Hercules can throw someone up onto a roof. Or Iceman can create a barrier between the Angel and some enemy, letting Warren escape without a problem. Or the Ghost Rider can carry a fellow Champion on the back of his motorcycle straight up a sheer wall onto a roof, or down off a roof (remember, Ghost Rider will gain Leap Climb if a fellow Champion is adjacent to him, and he's already a transporter, so he can haul anyone around with him).
Both Black Widow and Ghost Rider have Leap Climb on a lot of their clicks, but each starts out with a different power (Stealth for Natasha, Running Shot for Blaze), so this will let them move around as freely as they should be able to right from the start of the game. Leap Climb might not seem to benefit Angel and Iceman much, as both are on flight stands, however, either can be engaged in Close Combat by enemies and this TA will allow a fellow Champion to slide up next to either of them and grant them the ability to get out of combat without making a breakaway roll.
I mentioned this to Mike Norton and he reflected that it would come in handy if WizKids ever came out with Darkstar or Black Goliath figs, as well. I myself have run a Champions team with both characters 'present'; I just used Jade and the Ultimates Giant Man as substitutes, respectively. Given that I'm fairly sure WizKids is never going to give us real Black Goliath or Darkstar figs, this is about the closest I'm going to get.
I do wish Marvel would publish an Essential CHAMPIONS collection. As with IRON FIST, the original comics aren't particularly good... but they have a lot of emotional associations for me, and I'd love to be able to reread them again.
I was going to blog more, but I'm tired. Tomorrow, as they say, is another day.
Updated: Saturday, October 29, 2005 9:59 PM EDT
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