Big Update Annoucement!
We've done a big shuffling of classes, 88 total. In order to better incorporate our older designs before we were more cognizant of factions and how useful classes were. Here is what we updated and some of the reasonings:
We wanted to have an "Evil Scientist" class and after some discussion we settled on Genius for it. This lets us build up "good", "bad" or just general smart synergies by using Scientist, Genius or both in synergies. These are the new Geniuses:
Floronic Man: Scientist > Genius
Jackal: Scientist > Genius
Kryptonite Man: Engineer > Genius
Mister Freeze: Scientist > Genius
Red Ghost: Physicist > Genius
Bolivar Trask: Scientist > Genius
Diablo: Brilliant Alchemist > Diabolical Genius
Leader: Conqueror > Genius
Mad Thinker: Strategist > Genius
MODOK: Conqueror > Genius
Puppet Master: Puppeteer > Genius
Mister Sinister: Telepath > Genius
Graviton: Physicist > Genius
We also decided to update Hulk and other Gamma characters to have the species of Gamma Mutate so that can be used as a future synergy hook:
A-Bomb: Mutate > Gamma Mutate
Abomination (C3G): Mutate > Gamma Mutate
Bruce Banner: Mutate > Gamma Mutate
Hulk: Mutate > Gamma Mutate
Joe Fixit: Mutate > Gamma Mutate
Leader: Mutate > Gamma Mutate
Red Hulk: Mutate > Gamma Mutate
She-Hulk: Mutate > Gamma Mutate
Joe Fix-It: Gruff Mutate > Degenerate Gamma Mutate
While looking at our index we realized we had some classes that were very similar to others with no real reason for that so we combined them into one. Prankster/Trickster, Brute/Brawler. We also decided that long term listing out every military rank wouldn't be helpful so we introduced Commander as a military leader generic Class.
Rocksteady: Brawler > Brute
Bebop: Brawler > Brute
Lobo: Brawler > Brute
Impossible Man: Prankster > Trickster
The Mask: Prankster > Trickster
Malekith: Illusionist > Trickster
Kree Captain: Captain > Commander
Thaddeus Ross: General > Commander
General Zod: General > Conqueror
There were a lot of strange one-off classes that were not used anywhere nor could we really see needing or reusing them anywhere so we condensed some of those down:
Animated Vines: Vines > Constructs
Bob, Agent of Hydra: Loyal Fanatic > Enthusiastic Mercenary
Doombot: Deceiver > Decoy
Eradicator: Program > Construct
Kilowog : Drill Instructor > Officer
Mister Miracle: Escapologist > Refugee
Shi: Sohei > Warrior
Thunderers of Qward: Thunderers > Destroyers
Reverend Striker: Reverend > Cultist
Rocket Raccoon: Ranger > Warden (We actually just have plans for Rangers in the future
)
J. Jonah Jameson: Editor > Journalist
Count Vertigo: Count > Outlaw
Poison Ivy (I): Eco-Terrorist > Antagonist
SHIELD Sniper: Sniper > Agent (cost raised to 50)
Archangel: Horseman > Vindicator
Silver Banshee: Wraith > Antagonist
Anarky: Prodigy > Strategist
Firefly: Arsonist > Criminal
Hugo Strange: Psychiatrist > Psychopath
Radioactive Man: Physicist > Criminal
Cursed Earth T-Rex: Juvenile > Predator
Thunderbolt: Servant > Spirit
Karnak: Advisor > Strategist
Ares: Warlord > Deity
We're moving some older squads to the Invader class so we can use that as a synergy hook for alien invaders:
Skrull Warriors: Warriors > Invaders
Parademon Shock Troopers: Troopers > Invaders
Punisher has long been a thorn in our side, limiting what we can do with a lot of designs, we've re-evaluated him and he's less of a problem now, but he was still proving problematic in the growing Gotham/Vigilante synergy web and he gained a lot of unthematic synergies from it anyways so rather than change the design again we move him out of that class.
Punisher: Vigilante > Loner
This last chunk is just updating designs to more accurate factions and tidying up synergy webs so we can work with them better going forward. This covers things such as allowing us to use Students for Marvel young Mutant/Avengers synergies, including figures who should have been in the Justice League faction but were designed before we used Champion as the main hook there, and more
Armor: Sidekick > Student
Jubilee: Sidekick > Student
Spoiler: Loner > Sidekick
Krypto: Sidekick > Companion
Thor: Champion > Warrior
Beta Ray Bill: Champion > Warrior
Thor (Jane): Champion > Warrior
Throg: Champion > Warrior
Balder: Adventurer > Warrior
Sif: Guard > Warrior
Cyborg (II): Scientist > Champion
Animal Man: Adventurer > Champion
Red Tornado: Protector > Champion
Firestorm: Student/Scientist > Champion/Scientist
Blue Beetle (Ted Kord): Crime Fighter > Scientist
Steel: Engineer > Champion
Zauriel: Guardian > Champion
Judge Dredd: Unyielding > Fearless
Aaron Cash: Guard > Lawman
Doctor Fate (I): Mystic > Mystery Man
Doctor Light: Inventor > Antagonist
Lady Blackhawk: Adventurer > Pilot
Mad Hatter: Mastermind > Misfit
Blade: Hunter > Slayer
Phantom Stranger: Protector > Vagabond
Angel (Liam): Protector > Investigator
Iron Monger: Antagonist > Industrialist
Fantomex: Experiment > Mercenary
Zombie: Hunter > Minion
Stilt-Man: Inventor > Criminal
With all of this there were a few small power updates that needed to happen:
Spoiler Alert!
CYBORG (JLA):
Quote:
JUSTICE LEAGUE SUPPORT
At the start of the game, place 1 blue Justice League Marker on this card for each Unique Hero you control with the class of Champion, Protector, or Scientist, to a maximum of 3. When rolling for initiative, if there is at least one Order Marker on this card, you may add 2 to your roll for each Justice League Marker on this card.
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KILOWOG:
Quote:
GREEN LANTERN LEADERSHIP
Before taking a turn with this Green Lantern, you may remove one green Battery Marker from this card and add one to the Move, Range, Attack and Defense numbers of each other Officer Hero you control for as long as this Green Lantern remains in play. You may not add more than two to any Officer's Move, Range, Attack or Defense numbers with Green Lantern Leadership.
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JUDGE FEAR:
Quote:
FACE OF FEAR
If only one figure is engaged to Judge Fear, when that figure rolls defense dice, you may subtract 1 shield from whatever is rolled. Judge Dredd and Figures with the Fearless or Insane personalities are not affected by Face of Fear.
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GLYPH OF REPLICATOR:
Quote:
Before taking a turn with this figure, you may choose an equipment glyph on the card of a figure within 4 clear sight spaces or an equipment glyph that is power-side up within 4 spaces of this figure. Roll the 20-sided die, adding 4 to the roll if this figure is a Genius, Inventor, Scientist, or has a Brilliant personality. If you roll 8 or higher, this glyph has all the special powers of the chosen glyph for the remainder of this figure's turn.
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SIF:
Quote:
FIERCE DEVOTION
When a Unique Warrior Hero you control is destroyed, you may place any unrevealed Order Markers from its card on this card. For the rest of the round, when Sif attacks, she may attack one additional time.
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SCIENTIST SUPREME:
Quote:
HIGH-TECH RESEARCH
Before attacking with Scientist Supreme, if there are no Equipment Glyphs on this card, you may roll the 20-sided die, adding 1 to the roll for each Genius, Scientist, or Terrorist figure you control adjacent to Scientist Supreme. If you roll 12 or higher, choose an Equipment Glyph from Scientist Supreme’s Glyph Pool at random and place it power-side up on this card. If a glyph placed with High-Tech Research would be removed from this card by any means, remove that glyph from the game.
LEADER OF A.I.M.
After revealing an Order Marker on this card, instead of taking a turn with Scientist Supreme, you may take a turn with an Ambitious squad you control or any Unique Clone Hero you control.
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LEADER:
Quote:
GAMMA MANIPULATION 15
After revealing an Order Marker on this card and taking a turn with Leader, you may choose any Unique Gamma Mutate Hero or up to three common Gamma Mutates. Chosen figures must be within 4 clear sight spaces of Leader. For each chosen figure, roll the 20-sided die, adding 7 to the roll if the chosen figure is a figure you control. After the 20-sided die is rolled for all chosen figures, for each figure that you rolled 15 or higher for, you may take temporary control of that figure and immediately take a turn with it. At the end of each turn, control of the chosen figure returns to the player who controlled the figure before the Gamma Manipulation.
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NAME = GLYPH OF GAMMA BOMB
SUBTITLE = GAMMA MUTATE CREATURES
Quote:
When this glyph comes into play, place 6 green Gamma Markers on this card. When a figure stops here, each player, in initiative order, rolls the 20-sided die one at a time for each of their figures within 3 spaces of this glyph. If they roll 8 or lower, the affected figure receives 2 wounds and then, if it was not destroyed by Gamma Bomb and is not an Android or Construct, immediately place one Gamma Marker on its Army Card, if possible. Figures with Gamma Markers on their cards gain the species of Gamma Mutate, the class of Creature and the Super Strength special power in addition to what is listed on their cards.
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SHIELD SPOTTER
Quote:
ASSISTED OBSERVATION
A S.H.I.E.L.D. Sniper you control can ignore any special power on its army card that would prevent it from attacking or using a special power because it moved this turn, as long as that S.H.I.E.L.D. Sniper attacks a figure within 10 clear sight spaces of a S.H.I.E.L.D. Spotter you control or chooses a figure within 10 clear sight spaces of a S.H.I.E.L.D. Spotter you control for a special power.
IMPROVED AIM
When you roll attack dice for a S.H.I.E.L.D. Sniper you control for a normal attack against an opponent's figure that is within 10 clear sight spaces of at least one S.H.I.E.L.D. Spotter you control, you may re-roll one attack die that did not show a skull. When a Sniper you control rolls the 20-sided die against an opponent's figure that is within 10 clear sight spaces of at least one S.H.I.E.L.D. Spotter you control, add 1 to your roll.
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BEBOP
Quote:
"WE WILL DESTROY EVERYTHING!"
After revealing an Order Marker on this card and before taking a turn with Bebop, you may take a turn with another Brute Hero you control within 4 clear sight spaces of Bebop.
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HUN
Quote:
PURPLE DRAGON BEATDOWN
After attacking an adjacent figure with Hun's normal attack, if the defending figure is engaged with one or more Criminal, Ninja or Brute figures you control, Hun may attack that figure one additional time. For this attack, add 1 to Hun's Attack number for each Criminal, Ninja or Brute you control adjacent to the defending figure, up to a maximum of +2.
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BUCKY
Quote:
SUPER SOLDIER SCOUT
After revealing an Order Marker on a Unique Soldier Hero's card you control and before taking a turn with that Soldier, if Bucky is within 6 clear sight spaces of that Soldier, you may take an immediate turn with Bucky. If Bucky does not attack during this turn, he may move two additional spaces. You may not take any additional turns with figures you control.
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And I think that covers it all. All of the SPs of these Books should be appropriately updates, but let up know if you see anything off. Card updates will be coming as the artists have time to work on them and will be available in our 2021 Poker Cards update deck with the Swing Line/Leap updates.