Spider-Verse/Spider-Family Workshop
Starting up a faction thread for Spider-Verse and related Spider-Family units. The thought here is to use Swing Line and Web Swing as keyword powers to start building up some synergy. I've got quite a few Spider-related write-ups kicking around myself, but there are still a lot more out there.
Figures with the Web Swing special power:
Spider-Man (Peter Parker)
Figures with the Swing Line special power:
Scarlet Spider (Ben Reilly)
Scarlet Spider (Kaine Parker)
Scarlet Spiders
Spider-Girl
Spider-Man (Miles Morales)
Spider-Man (Peter Parker) (Hasbro)
Venom (Hasbro)
And here are some potential future Spider-Folks. First, the characters that are probably going to be the core of the faction:
MASTER WEAVER ( Ronin)
SPIDER-UK ( Alex)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = BILLY BRADDOCK
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = LEADER
PERSONALITY = VALIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 4
ATTACK = 4
DEFENSE = 5
POINTS = ???
WEB WARRIORS
After revealing an OM on this card, instead of moving Spider-UK, you may choose 3 figures you control with the Swing Line special power or Web Swing special power. The chosen figures may immediately move with that special power.
DIMENSIONAL TELEPORTATION
Once per round, you may choose either Spider-UK or a friendly figure within 3 spaces of Spider-UK and place that figure on this card. At the end of each round, you may place one figure on this card on the battlefield.
WEB SWING 2
Instead of his normal move, Spider-UK may use his Web Swing. Web Swing has a move of 2. When counting spaces for Spider-UK's Web Swing movement, ignore elevations. Spider-UK may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-UK may not Web Swing more than 40 levels up or down in a single Web Swing. If Spider-UK is engaged when he starts to Web Swing, he will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times.
SUPER STRENGTH
SPIDER-GIRL (ANYA CORAZON) ( Lord Pyre)
SPIDER-MAN (INDIA) (???)
Unfortunately, no minis for Spider-UK or Spider-Man India yet, but my thinking here is that Spider-UK is going to be sort of the classical synergy hub, Anya may be some kind of sidekick, and Spider-Man India is more of a support figure. (Spidey India is a techie even by spider-standards, and invented wrist communicators that the Web Warriors use, which I feel translates to a support power, maybe passing around glyphs).
And then as a second category, potential synergy figures that aren't necessarily spider-people themselves, or at least certainly aren't the Swing Line type.
MADAME WEB ( Viegon)
MARY JANE WATSON ( johnny139)
Thirdly, a whole bunch of Spider-Folks. I've only listed here ones that are really important, or ones that have existing write-ups:
ARACHNE/SPIDER-WOMAN ( Ronin)
SILK ( Ronin)
Spoiler Alert!
NAME = SILK
SECRET IDENTITY = CINDY MOON
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CRIME FIGHTER
PERSONALITY = EAGER
SIZE/HEIGHT = MEDIUM 4-5?
LIFE = 5
MOVE = 7
RANGE = 4
ATTACK = 3
DEFENSE = 3
POINTS = ~220(?)
SILK WEB CONSTRUCTS
Start the game with two Web Shield Destructible Objects on this card. Instead of moving with Silk, you may choose to either:
-add 1 to Silk's Attack number this turn; or
-place a Web Shield Destructible Object from this card on the space Silk occupies, and place Silk on the Web Shield Destructible Object.
SILK SENSE 8
If Silk is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 1 from your roll for each figure Silk is engaged with. If you roll 8 or higher, Silk takes no damage and may immediately use her Web Swing 2 special power.
WEB SWING 2
Instead of her normal move, Silk may use her Web Swing. Web Swing has a move of 2. When counting spaces for Silk's Web Swing movement, ignore elevations. Silk may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Silk may not Web Swing more than 40 levels up or down in a single Web Swing. If Silk is engaged when she starts to Web Swing, she will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times.
SUPER STRENGTH
---------------------------
WEB SHIELD
LIFE = 1
DEFENSE = 4
WEB SHIELD
A figure occupying the Web Shield adds 1 to its Defense number, or 2 to its Defense number if it has the Web Swing or Swing Line special power. If a figure occupying the Web Shield receives one or more wounds, destroy the Web Shield.
SPIDER-GWEN (???)
SPIDER-HAM (???)
SPIDER-HULK ( Ronin)
Spoiler Alert!
NAME = SPIDER-HULK
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CREATURE
PERSONALITY = CONFUSED
SIZE/HEIGHT = MEDIUM 6
LIFE = 6
MOVE = 8
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = 330?
RAGING SPIDEY-SENSE 12
After Spider-Hulk rolls defense dice against a normal attack, you may roll the 20-sided die. Subtract 1 from your roll for each Wound Marker on this card. If you roll 12 or higher, Spider-Hulk may immediately move with his Swing Line 5 special power. If Spider-Hulk ends his movement adjacent to the attacking figure, you may roll an unblockable attack die against that figure.
SWING LINE 5
Instead of his normal move, Spider-Hulk may use his Swing Line. Swing Line has a move of 5. When counting spaces for Spider-Hulk’s Swing Line movement, ignore elevations. Spider-Hulk may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Hulk may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Hulk is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
SPIDER SMASH 17
After revealing an Order Marker on this card and attacking normally with Spider-Hulk, roll the 20-sided die. Add 1 to your roll for each Wound Marker on this card. If you roll 17 or higher, you may use Spider-Hulk's Swing Line 5 and then attack again with Spider-Hulk. Spider-Hulk cannot roll for Spider Smash more than four times in a single turn.
SUPER STRENGTH
SPIDER-MAN 2099 ( Viegon, laughing matter)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = Miguel O-Hara
SPECIES = Human (Mutate?)
UNIQUENESS = Unique Hero
CLASS = Scientist
PERSONALITY = ??
SIZE/HEIGHT = Medium 5
LIFE = 6
MOVE = 6
RANGE = 5
ATTACK = 5
DEFENSE = 4
POINTS = ??
GLIDE 3
Before, during or after moving, Spider-Man may be placed on any empty space within 3 spaces of and lower than his current location, once per turn. When Spider-Man uses Glide 3, he will not take any leaving engagement attacks.
RETRACTABLE CLAWS
When Spider-Man attacks an adjacent figure with a normal attack, the defending figure rolls 1 fewer defense die for each blank you roll.
SPIDER BITE SPECIAL ATTACK
Range 1. Attack 4.
Figures attacked by this special attack can never receive more than 1 wound. If the defending figure received a wound from this special attack but is not destroyed, roll the 20-sided die for Paralysis. If you roll a 12 or higher, remove 1 unrevealed Order Marker at random from the defending figure's card and you may roll again for Paralysis.
SUPER STRENGTH
-------------------------
NAME = SPIDER-MAN
SECRET IDENTITY = MIGUEL O'HARA
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CRIME FIGHTER/VIGILANTE/SCIENTIST
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 4
ATTACK = 5
DEFENSE = 6
POINTS = ???
VENOMOUS BITE SPECIAL ATTACK
Range 1. Attack 1.
Figures without the Super Strength special power cannot roll defense dice against this special attack. If Spider-Man rolls at least one skull for this special attack, each skull rolled counts as one additional hit. Destructible objects are not affected by this special attack.
SPIDER GLIDE 2
Instead of his normal move, Spider-Man may use his Spider Glide. Spider Glide has a move of 2. When counting spaces for Spider-Man's Spider Glide movement, ignore elevations. Spider-Man may glide over water without stopping, glide over figures without becoming engaged, and glide over obstacles such as ruins. Spider-Man may not Spider Glide more than 40 levels up or down in a single Spider Glide. Whenever Spider-Man ends his movement 5 or more levels lower than his original placement, you may add 1 automatic skull to Spider-Man’s normal attack this turn if he attacks an adjacent figure. If Spider-Man is engaged when he starts to Spider Glide, he will not take any leaving engagement attacks. After using Spider Glide 2, you may use it two additional times.
WEB SLINGER
If Spider-Man did not move this turn, before attacking, you may choose a non-adjacent small or medium figure within 4 clear sight spaces of Spider-Man. Place Spider-Man adjacent to the chosen figure or place the chosen figure adjacent to Spider-Man. If Spider-Man attacks the chosen figure this turn, the chosen figure rolls 2 fewer defense dice. Figures moved by Web Slinger will not take any leaving engagement attacks.
SUPER STRENGTH
SPIDER-MAN (ARMOR MK I) ( Ronin)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = INVENTOR
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = 250?
SPIDER-ARMOR
Start the game with 2 silver Armor Markers on this card. If Spider-Man is attacked and at least 1 skull is rolled, you may either remove an Armor Marker from this card or roll the 20-sided die, subtracting 4 from the roll if the attacking figure is a Symbiote. If you removed an Armor Marker or rolled a 15 or higher, Spider-Man takes no damage and may immediately use his Swing Line 4 special power.
ENGINEERED SOLUTION
At the start of each round, before placing Order Markers, you may choose one special power on any Army Card. You may choose an additional special power if Spider-Man is adjacent to a Unique Hero you control that is an Engineer or Inventor. For the remainder of the round, figures cannot use the chosen special powers when attacked by Spider-Man.
SWING LINE 4
Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
SUPER STRENGTH
SPIDER-MAN (ARMOR MK II) ( Ronin)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = PROTECTOR
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 7
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
SWING LINE 4
Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
BULLETPROOF SUIT
If a non-adjacent figure targets Spider-Man for an attack and rolls 2 or fewer skulls, you may ignore that attack.
NO ONE DIES
If a friendly figure within 3 spaces of Spider-Man is targeted for an attack, Spider-Man must immediately use his Swing Line 4 special power to move adjacent to the targeted figure, if possible. After Spider-Man uses his Swing Line 4 special power, the attacking figure must target and attack Spider-Man instead of the original target, if possible.
SUPER STRENGTH
SPIDER-MAN (ASGARDIAN) ( Ronin)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = SUBSERVIENT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 6
POINTS = ???
SWING LINE 3
Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 3. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
NORN-ENHANCED ABILITIES
When Spider-Man attacks, he may attack up to two additional times. Spider-Man may not attack the same figure twice in one turn. After attacking, you may either immediately use Spider-Man's Swing Line 3 special power, or roll the 20-sided die. If you roll 18 or higher, the defending figure receives one wound.
IN THE THRALL OF THE ENCHANTRESS
When any player uses a special power on an Asgardian Army Card and rolls the 20-sided die to take control of Spider-Man, add 4 to the roll. After Spider-Man or an Asgardian you control with the Magical Defense special power rolls defense dice, you may immediately use Spider-Man's Swing Line 3 special power.
SPIDER-MAN (CAPTAIN UNIVERSE) ( dok)
Spoiler Alert!
NAME = SPIDER-MAN (CAPTAIN UNIVERSE)
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = PROTECTOR
PERSONALITY = AMAZED
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 4
ATTACK = 4
DEFENSE = 3
POINTS = 280
UNI-POWER
Start the game with the Glpyh of Uni-Power on this card. When rolling to destroy the glyph of Uni-Power at the end of Spider-Man's turn, add 5 to your roll.
UNI-VISION
While the Glyph of Uni-Power is on this card, if an opponent chooses Spider-Man for any special power and rolls the 20-sided die, you may subtract 4 from the roll.
UNIVERSAL SENSES 10
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 10 or higher, Spider-Man takes no damage and may immediately move up to 4 spaces. Spider-Man never takes leaving engagement attacks when moving with Universal Senses.
SUPER STRENGTH
---------------------------
GLYPH OF UNI-POWER
(CAPTAIN UNIVERSE)
PERMANENT GLYPH
When a Unique Hero lands on this glyph, place it on that figure's card. When this glyph is on a figure's card, add one to that figure's Attack number, two to that figure's Defense number, and three to that figure's Range number. That figure also gains the Flying and Super Strength special powers.
After taking a turn with a figure that has this glyph on its card, roll the 20-sided die. If you destroyed one or more figures this turn, subtract the starting life totals of the destroyed figures from your roll. If you roll a 7 or lower, destroy this Glyph
SPIDER-MAN (HOUSE OF M) ( Ronin)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CELEBRITY
PERSONALITY = GUILT-RIDDEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
PASSING FOR MUTANT
Spider-Man is considered to have the species of Mutant instead what is listed on this card. Common Human and Common Mutant figures adjacent to Spider-Man roll 1 fewer defense die to a minimum of 1 die. At the end of each round, roll the 20-sided die. If you roll 2 or lower, this special power is negated for the rest of the game.
PRECOGNITIVE GRAPPLER 12
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 12 or higher, Spider-Man takes no damage and may immediately either use his Swing Line 4 special power or, if the attacking figure is an adjacent small or medium figure, switch Spider-Man and the attacking figure. Switched figures will not take leaving engagement attacks.
SWING LINE 4
Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
SUPER STRENGTH
SPIDER-MAN (NOIR) ( Ronin)
SPIDER-MAN (SYMBIOTE) ( Lazy Orang)
Spoiler Alert!
Name - Spider-Man
Secret Identity -Peter Parker
Species - Symbiote
Uniqueness - Unique Hero
Class - Loner
Personality - Conflicted
Size/Height - Medium 5
5 Life
Move 6
Range 4
Attack 5
Defence 4
Points 240-260
Symbiotic-Senses 12
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 12 or higher, Spider-Man takes no damage and may immediately use his Web Swing 2 special power.
Web Swing 2
Instead of his normal move, Spider-Man may use his Web Swing. Web Swing has a move of 2. When counting spaces for Spider-Man's Web Swing movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Web Swing more than 40 levels up or down in a single Web Swing. If Spider-Man is engaged when he starts to Web Swing, he will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times.
Symbiote Influence
A player may only take a turn with Spider-Man after revealing an Order Marker on this card. After attacking an adjacent figure with Spider-Man’s normal attack, if Spider-Man inflicted at least one wound, you may attack an adjacent figure again with Spider-Man’s normal attack. You may continue attacking adjacent figures until you do not inflict any wounds, to a maximum of 3 total attacks in a single turn. After taking a turn with Spider-Man, reveal and remove one numbered Order Marker from this Army Card for each figure Spider-Man destroyed this turn that was not a Destructible Object, Android, Construct or Undead.
Superstrength
SPIDER-MAN (TEAM-UP) ( Ronin)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CRIME FIGHTER
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 7
RANGE = 4
ATTACK = 4
DEFENSE = 4
POINTS = mid-upper 200s?
SPIDEY'S UTILITY BELT
Start the game with a Glyph of Web-Shooter and a Glyph of Spider-Tracers on this card. Spider-Man cannot lose these glyphs by receiving wounds unless he is destroyed.
AVENGING TEAM-UP
At the start of the game, you may choose one other Unique Hero you control and place a white Avenger Marker on its Army Card. After revealing an Order Marker on the Army Card of a Unique Hero you control that has an Avengers Marker on its card and before taking a turn with that Hero, you may take an immediate turn with Spider-Man. During this turn, Spider-Man can only attack figures engaged with that Hero. After taking a turn with this special power, you can not take any additional turns with other figures other than that Hero.
SPIDEY-SENSES 11
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 4 from the roll if the attacking figure is a Symbiote. If you roll 11 or higher, Spider-Man takes no damage and may immediately use his Glyph of Web-Shooter.
SUPER STRENGTH
--------------------------
GLYPH OF WEB SHOOTER
Instead of moving this figure normally, you may choose a large or huge figure or destructible object that is within 4 clear sight spaces of this figure. Place this figure on any unoccupied space that is on or within 2 spaces of the chosen figure or destructible object. When moved with this glyph, this figure will not take any leaving engagement attacks.
GLYPH OF SPIDER-TRACERS
When this glyph comes into play, place 3 red Tracer Markers on this card. After taking a turn with this figure, you may choose an opponent's figure within 4 clear sight spaces and place a Tracer Marker from this card onto that figure's card. After a figure you control uses the Swing Line special power, Web Swing special power, or the Glyph of Web Shooter, it may use that special power or glyph one additional time, if it ends its move engaged with a figure that has one of your Tracer Markers on its card.
SPIDER-MAN (TV PRODUCER) ( Ronin)
SPIDER-MAN (ZOMBIE) ( Ronin)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER
SPECIES = UNDEAD
UNIQUENESS = UNIQUE HERO
CLASS = DEVOURER
PERSONALITY = GUILT-RIDDEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = 200-220?
SWING LINE 4
Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
JUST LIKE FLIES
After Spider-Man rolls defense dice against an attack, he may immediately use his Swing Line 4 special power. If he is adjacent to the attacking figure after using Swing Line 4, roll an unblockable attack die against the attacking figure. If the figure receives a wound from this special power, remove a Wound Marker from this Army Card.
ZOMBIE INFECTION
If an opponent's Unique Hero would be destroyed by Spider-Man's normal attack, instead of destroying it normally, place all wounds from the attack on that figure's card and remove up to 2 Wound Markers and all Order Markers from that card. If that figure has enough wounds to be destroyed, destroy it. Otherwise, take control of that figure and its Army Card. That figure's species is now Undead instead of what is listed on the card, and it must use the Zombie Infection special power. When Zombie Infection refers to Spider-Man, it refers to that figure as well. Zombie Infection never affects Undead, Androids, Constructs, or destructible objects.
SUPER STRENGTH
SPIDER-MAN CLONE ( Ronin)
SPINNERET ( Ronin)
Spoiler Alert!
NAME = SPINNERET
SECRET IDENTITY = MARY JANE WATSON
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CRIME FIGHTER
PERSONALITY = BOLD
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 3
POINTS = ???
SPIDER POWER SHARING
At the start of the game, you may choose a Peter Parker you control that is a Crime Fighter. For the entire game, Spinneret may use any special powers on the chosen Peter Parker's card. When you roll the 20-sided die for Spinneret or the chosen Peter Parker, subtract 1 from your roll if both figures are on the battlefield, or 2 from your roll if they are adjacent to each other.
SPIDER-FAMILY
After revealing an Order Marker on the card of any other Unique Hero you control that has the Swing Line or Web Swing special power and before taking a turn with that Hero, you may take a turn with Spinneret. If you do, you may not take any additional turns with any figures other than that Hero.
PROTECTIVE FURY
Before attacking with Spinneret, you may choose one other Unique Hero you control within 4 clear sight spaces of Spinneret that has the Swing Line or Web Swing special power. After Spinneret attacks, she may attack one additional time for each Wound Marker on the chosen figure's Army Card, up to a maximum of three additional attacks in a single turn.
__________________________________________
Bio - In a world where Peter Parker and Mary Jane remained married and raised a daughter, Mary Jane eventually ended up becoming a superhero herself. Using technology appropriated from the supervillain Regent, MJ is able to replicate her husband's powers, albeit at the cost of slightly diminishing them. She fights crime alongside Peter and Annie, their spider-powered daughter.
SUPERIOR SPIDER-MAN ( laughing matter)
Spoiler Alert!
NAME = SPIDER-MAN
SECRET IDENTITY = OTTO OCTAVIUS
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CHARLATAN
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
SUPERIOR SENSES 10
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 1 from the roll for each figure Spider-Man is engaged with, or 5 from the roll if the attacking figure is a Symbiote. If you roll 10 or higher, Spider-Man takes no damage and may immediately use his Web Swing 2 special power.
SUPERIORITY COMPLEX
Spider-Man has the secret identity of Peter Parker in addition to what is listed on this card. Spider-Man may add 2 to his range when attacking a figure whose base is no more than 4 levels higher than his height or 4 levels lower than his base. Add 1 to Spider-Man's Attack number for each figure he is engaged with. After Spider-Man attacks, if he did not roll any blanks, he may attack again. Spider-Man may not attack more than four times in one turn.
WEB SWING 2
Instead of his normal move, Spider-Man may use his Web Swing. Web Swing has a move of 2. When counting spaces for Spider-Man's Web Swing movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Web Swing more than 40 levels up or down in a single Web Swing. If Spider-Man is engaged when he starts to Web Swing, he will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times.
SUPER STRENGTH
Lastly, here's a smattering of other spider-types that are particularly significant or have minis available.
Last edited by Ronin; March 4th, 2019 at 12:00 PM.
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