Potential Cabal Members:
Loki (female)
Norman Osborn
Designed HAMMER Members:
none
Potential HAMMER Members:
HAMMER Agents
Norman Osborn
Superia
Victoria Hand
Original OP:
Spoiler Alert!
This is mostly focusing on the Cabal-era recent stuff in the Marvel universe, where Norman Osborn is in charge of the new "Evil SHIELD" and Evil Avengers and all that evil stuff. He, in and out of Iron Patriot Armor, would be the linchpin. Less than half of these designs are mine, but I feel like it would be good to get this discussion on the ground.
Here's my concept for both Iron Patriot and Norman Osborn, drawing from Margloth and tcgkln's designs and my own:
Spoiler Alert!
NORMAN OSBORN
MUTATE
UNIQUE HERO
MASTERMIND
UNSTABLE
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
170 POINTS
THE CABAL
Add 2 to your initiative roll for each Order Marker on this Army Card or on the Army Card of an Egomaniacal or Treacherous Hero you control.
MASTER MANIPULATOR
After revealing an Order Marker on Norman Osborn's card, instead of taking that turn with Norman Osborn, you may take a turn with any Unique Hero you control within clear sight of Norman Osborn.
GOBLIN WITHIN
If you lose initiative, you may you may not use any other special power on this card and Norman Osborn gains the Super Strength special power.
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IRON PATRIOT
NORMAN OSBORN
MUTATE
UNIQUE HERO
LEADER
UNSTABLE
MEDIUM 5
LIFE 5
MOVE 5
RANGE 4
ATTACK 4
DEFENSE 5
250 POINTS
DARK AVENGERS INITIATIVE
After placing Order Markers, you may reveal the "X" Order Marker on this card. As long as the "X" Order Marker is revealed, Agents, Assassins, and Criminals you control within clear sight of Iron Patriot are considered Operatives instead of what it listed on their card.
OPERATIVE FIELD COMMANDER
After revealing an Order Marker on this card, instead of moving Iron Patriot, you may rearrange any unrevealed Order Markers on Army Cards you control that are in play and immediately move any Operative you control within 8 clear sight spaces of Iron Patriot up to 4 spaces.
DOUBLE ATTACK
When Iron Patriot attacks, he may attack one additional time.
SUPER STRENGTH SYMBOL
FLYING SYMBOL
In addition, we could grab some members of the Dark Avengers. Here's tcgkln's draft of Bullseye-as-Hawkeye with some minor tweaks (making him an Operative and less "straight improvement" on the original Bullseye).
Spoiler Alert!
HAWKEYE
LESTER ???
HUMAN
UNIQUE HERO
OPERATIVE
PRECISE
MEDIUM 5
LIFE 5
MOVE 5
RANGE 7
ATTACK 4
DEFENSE 5
175 POINTS
DEADLY AIM
When attacking a non-adjacent figure within 5 clear sight spaces of Hawkeye, add 1 automatic skull to whatever is rolled. If an opponent rolls the 20-sided die for a figure attacked by Hawkeye's Deadly Aim, you may subtract 2 from or add 2 to the roll.
BRUTAL METHODS
If Hawkeye attacks an opponent's figure and does not inflict a wound, he may immediately attack that figure one additional time. [Add some sort of negative if he does do another attack - to represent him "going off the rails" and producing bad PR.]
Some spitballing of Mac-Gargan-as-Venom.
Spoiler Alert!
VENOM
MAC GARGAN
SYMBIOTE
UNIQUE HERO
OPERATIVE
FEROCIOUS
MEDIUM 5
LIFE 5
MOVE 6
RANGE 2
ATTACK 6
DEFENSE 5
235 POINTS
SYMBIOTIC SENSES 15
If Venom is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 15 or higher, Venom takes no damage and may immediately use his Tendril Swing 3 special power.
TENDRIL SWING 3
Instead of his normal move, Venom may use his Tendril Swing. Tendril Swing has a move of 3. When counting spaces for Venom’s Tendril Swing movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Tendril Swing more than 40 levels up or down in a single Tendril Swing. When Venom uses Tendril Swing, he will not take any leaving engagement attacks. After using Tendril Swing 3, you may use it one additional time.
SYMBIOTIC HUNGER
When Venom destroys a figure, you may remove a Wound Marker from this Army Card. After taking a turn with Venom, if there is at least one Wound Marker on this card and he did not inflict a wound, Venom inflicts a wound on an adjacent friendly figure you control, if possible.
And, hey, why not toss in Moonstone, as a variation on A3n's Meteorite, as we discussed? Maybe stat-tinker a bit.
Spoiler Alert!
[B]MOONSTONE
KARLA SOFEN
MUTATE
UNIQUE HERO
OPERATIVE
MANIPULATIVE
MEDIUM 5
LIFE 5
MOVE 7
RANGE 5
ATTACK 5
DEFENSE 5
??? POINTS
BLINDING LIGHT
Opponents' figures within 5 clear sight spaces of Moonstone cannot use attacks or special powers that require clear sight. Figures with the Sensory Assault or Radar Sense special power are not affected by Blinding Light.
INTANGIBILITY
Moonstone can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Moonstone cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.
MANIPULATION
Before moving, you may choose one Unique Hero adjacent to Moonstone and remove one unrevealed Order Marker at random from the chosen figure's Army Card. If Moonstone attacks the chosen figure this turn, subtract one skull from whatever is rolled. Manipulation cannot be used against figures with the Valiant personality and can only be used once per round.
SUPER STRENGTH SYMBOL
FLYING SYMBOL
And tcgkln had some basic ideas for HAMMER Operatives, too, so I'll put those here.
Spoiler Alert!
H.A.M.M.E.R. OPERATIVES
HUMAN
COMMON SQUAD
AGENTS
DISCIPLINED
MEDIUM 5
LIFE 1 (3 FIGURES)
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 3
90 POINTS
FIREFIGHT
When attacking with H.A.M.M.E.R. Operatives, roll 1 additional attack die for each H.A.M.M.E.R. Operative that has attacked the defending figure this turn.
Victoria Hand
Spoiler Alert!
VICTORIA HAND
HUMAN
COMMON SQUAD
AGENT
PROFESSIONAL
MEDIUM 5
LIFE 3
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 3
90 POINTS
MANAGERIAL EXPERIENCE
If an opponent would remove an Order Marker from a figure you control, you may instead place that Order Marker on this card. After revealing an Order Marker on this card, you may rearrange any unrevealed Order Markers on Army Cards you control.
SHIFTING ALLEGIANCE
Whenever a Unique Hero you control is destroyed, roll the 20-sided die. If you roll 4 or less, choose an opponent to take control of Victoria Hand. Victoria Hand's turn immediately ends. Remove all Order Markers from this card, then give this card to the chosen opponent.