PochoMan
June 8th, 2007, 05:30 PM
I just got done updating the HeroScape Marvel The Conflict Begins powers into my HCC and decided to post all powers as of 7/21/2007.
All Powers are by Alphebetical Order.
Cosmic Force Blast Special Attack
Range 6, Attack 6. If an opponent's Unique Hero recieves at least one wound from Cosmic Force Blast Special Attack, roll the 20-sided die.If you roll a 16 or higher, you may remove one unrevealed Order Marker at random from that Unique Hero's Army Card
Dust-of-Death
After moving and before attacking, you may either *Roll the 20-sided die once for each figure adjacent to <unit>, or *Roll the 20-sided die once for one figure up to 3 clear sight spaces away. If you roll 19 or higher, that figure is destroyed.
Hyper Speed 5
After taking a turn with <unit>, <unit> may move up to an additional 5 spaces. <unit> cannot use Hyper Speed 5 if he attacked with his Cosmic Force Blast Special Attack during that turn.
Master Manipulator
After revealing an Order Marker on <unit>'s card, instead of taking a turn with <unit>, you may take a turn with any Unique Hero you control within clear sight of <unit>.
Mind Exchange 17
After taking a turn with <unit>, you may choose any Unique Hero figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately with that chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on that card.
Rage Smash 5
When <unit> attacks using a normal attack , he recieves one extra attack die for each Wound Marker he has upto a maximum of 5 extra attack die for Rage Smash.
Rejected by Death
At the start of each of your turns after <unit> has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place <unit> on a space adjacent to any figure you control and remove all Wound Markers on <unit>'s Card.
Shield Throw Special Attack
Range 5. Attack 4. When <unit> attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
Spider-Sense 14
If a <unit> is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1 to 13, roll defensive dice normally. If you roll an 14 or higher, <unit> takes no damage and instead may immediately move using his Swing Line 4 Special Power.
Spidey-Sense 11
If a <unit> is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1 to 10, roll defensive dice normally. If you roll an 11 or higher, <unit> takes no damage and instead may immediately move using his Swing Line 4 Special Power.
Stomp Special Attack
Range 1, Attack 3. Any figures adjacent to <unit> is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot use Stomp Special Attack on the same turn he uses Super Leap..
Super Leap
Instead of his normal move, <unit> may use Super Leap. Super Leap has a move of 10. When counting spaces for <unit>'s Super Leap movement, ignore elevations. <unit> may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. <unit> may not leap more than 50 level up or down in a single leap. If <unit> is engaged when he starts to leap, he will take any leaving engagement attacks. <unit> rolls 3 less attack die on any turn that he chooses to Super Leap.
Swing Line 4
Instead of normal move, <unit> use Swing Line. Swing Line has a move of 4. When counting spaces for <unit>'s Swing Line movement, ignore elevations. <unit> may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. <unit> may not Swing Line more than 40 levels up or down in a single Swing Line. If <unit> is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
Tactician
All friendly figures adjacent to <unit> add 1 extra die to their attack, and 1 extra die to their defense.
Web Special Attack
Range 4, Attack 3. Figure rolls 1 less defense die when defending against <unit>'s Web Special Attack.
Revision History
10/07/2007
- Updated: Spidey-Sense 11
- Added : Spider-Sense 14
07/21/2007
- Updated: Spidey-Sense
- Added : Cosmic Force Blast Special Attack; Hyper Speed 5; Rage Smash 5; Stomp Special Attack; Super Leap
All Powers are by Alphebetical Order.
Cosmic Force Blast Special Attack
Range 6, Attack 6. If an opponent's Unique Hero recieves at least one wound from Cosmic Force Blast Special Attack, roll the 20-sided die.If you roll a 16 or higher, you may remove one unrevealed Order Marker at random from that Unique Hero's Army Card
Dust-of-Death
After moving and before attacking, you may either *Roll the 20-sided die once for each figure adjacent to <unit>, or *Roll the 20-sided die once for one figure up to 3 clear sight spaces away. If you roll 19 or higher, that figure is destroyed.
Hyper Speed 5
After taking a turn with <unit>, <unit> may move up to an additional 5 spaces. <unit> cannot use Hyper Speed 5 if he attacked with his Cosmic Force Blast Special Attack during that turn.
Master Manipulator
After revealing an Order Marker on <unit>'s card, instead of taking a turn with <unit>, you may take a turn with any Unique Hero you control within clear sight of <unit>.
Mind Exchange 17
After taking a turn with <unit>, you may choose any Unique Hero figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately with that chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on that card.
Rage Smash 5
When <unit> attacks using a normal attack , he recieves one extra attack die for each Wound Marker he has upto a maximum of 5 extra attack die for Rage Smash.
Rejected by Death
At the start of each of your turns after <unit> has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place <unit> on a space adjacent to any figure you control and remove all Wound Markers on <unit>'s Card.
Shield Throw Special Attack
Range 5. Attack 4. When <unit> attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
Spider-Sense 14
If a <unit> is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1 to 13, roll defensive dice normally. If you roll an 14 or higher, <unit> takes no damage and instead may immediately move using his Swing Line 4 Special Power.
Spidey-Sense 11
If a <unit> is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1 to 10, roll defensive dice normally. If you roll an 11 or higher, <unit> takes no damage and instead may immediately move using his Swing Line 4 Special Power.
Stomp Special Attack
Range 1, Attack 3. Any figures adjacent to <unit> is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot use Stomp Special Attack on the same turn he uses Super Leap..
Super Leap
Instead of his normal move, <unit> may use Super Leap. Super Leap has a move of 10. When counting spaces for <unit>'s Super Leap movement, ignore elevations. <unit> may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. <unit> may not leap more than 50 level up or down in a single leap. If <unit> is engaged when he starts to leap, he will take any leaving engagement attacks. <unit> rolls 3 less attack die on any turn that he chooses to Super Leap.
Swing Line 4
Instead of normal move, <unit> use Swing Line. Swing Line has a move of 4. When counting spaces for <unit>'s Swing Line movement, ignore elevations. <unit> may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. <unit> may not Swing Line more than 40 levels up or down in a single Swing Line. If <unit> is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
Tactician
All friendly figures adjacent to <unit> add 1 extra die to their attack, and 1 extra die to their defense.
Web Special Attack
Range 4, Attack 3. Figure rolls 1 less defense die when defending against <unit>'s Web Special Attack.
Revision History
10/07/2007
- Updated: Spidey-Sense 11
- Added : Spider-Sense 14
07/21/2007
- Updated: Spidey-Sense
- Added : Cosmic Force Blast Special Attack; Hyper Speed 5; Rage Smash 5; Stomp Special Attack; Super Leap