June 28th, 2017, 08:43 PM
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Symbiotic
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Join Date: November 17, 2008
Location: USA - MA - Boston
Posts: 21,950
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Re: C3G Synergy Archive
Current Special Powers that Interact Differently with Champions:
Benefits:
Allen the Alien's Champion's Challenge
Weaknesses:
Allen the Alien's Champion's Challenge
Champion Synergies
Champion Synergy Benefits Received:- Unique Champion Heroes may be chosen by Mongul (340) for his Mongul’s Champion special power.
- Unique Champion Heroes roll 1 additional attack die if they are Cecil Stedman's (180) chosen Unique Hero and are taking a turn with Cecil Stedman's Government-Funded Heroes special power.
- Champions roll 1 additional attack die when adjacent to Allen the Alien (400) due to his Champion's Challenge special power.
- Champions can add to your initiative if Arthur (30) is engaged due to his In Peril! special power.
- Champions may add to their Attack when attacking a figure with Vibe (Paco Ramon) (180) on its card due to his Justice: Detroit Style special power.
- When a Champion Hero is destroyed, Kelex (40) may save its Order Markers.
- Supergirl (Family) (330) may save a Champion from destruction with her Krypton's Resolve special power.
- Jimmy Olsen (50) may allow a Champion to count a blank as a skull with an "X" Order Marker reveal, with his Action Shot special power.
- Brainiac 5 (II) (210) may choose a Champion for his Champions of the Past special power and change its class to Legionnaire.
- Steel (Superman Family) (220) may reveal an "X" Order Marker on a Champion with his Bonds of Steel special power.
Champion Synergy Benefits Offered:- Unique Champion Heroes allow Martian Manhunter (Justice League) (420) to start the game with an additional Justice League Marker due to his Justice League of America special power.
- Unique Champion Heroes allow Superman (Justice League) (440) to start the game with an additional Justice League Marker due to his JLA Trinity special power.
- Unique Champion Heroes allow Batman (Bruce Wayne) (Justice League) (250) to start the game with an additional Justice League Marker due to his The Brave and the Bold special power.
- Unique Champion Heroes allow Cyborg (Justice League) (230) to start the game with an additional Justice League Marker due to his Justice League Support special power.
- Unique Champion Heroes allow Wonder Woman (Justice League) (310) to start the game with an additional Justice League Marker due to her Ambassador of Justice special power.
- Unique Champion Heroes allow Green Arrow (Oliver Queen) (Justice League) (210) to start the game with an additional Justice League Marker due to his Arrows of Justice special power.
- Unique Champion Heroes allow Black Canary (Justice League) (220) to start the game with an additional Justice League Marker due to her League Chairwoman special power.
- Unique Champion Heroes allow Flash (Barry Allen) (Justice League) (270) to start the game with an additional Justice League Marker due to his Swift Justice special power.
- Unique Champion Heroes allow Atom (Justice League) (100) to start the game with an additional Justice League Marker due to his League Communications special power.
- Unique Champion Heroes allow The Batmobile (JL) (250) to start the game with an additional Justice League Marker due to its Mobile League Support special power.
- Superboy (Kon-El) (Family) (240) may use his Something To Prove special power after a Champion attacks.
- When piloted by a Champion, Superman/Batman Robot (250) ignores all but one wound with its World's Finest Defense special power.
- Champions may allow Wonder Woman (Super Ally) (260) to move with her Ally of House El special power.
Updated through Wave 47.
Last edited by Arch-vile; April 21st, 2022 at 09:04 AM.
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