NAME = MARTIAN MANHUNTER II
SECRET IDENTITY = J'ONN J'ONZZ
SPECIES = MARTIAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BENEVOLENT
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 8
RANGE = 4
ATTACK = 6
DEFENSE = 7
POINTS = 370
JUSTICE LEAGUE OF AMERICA
At the start of the game, place 1 white Justice League marker on this card for each Unique Hero you control with the class of Champion, Officer, Vigilante, or Warrior.
TELEPATHIC MIND LINK
An opponent may never take control of Martian Manhunter or any figure you control within X spaces of Martian Manhunter, where X equals the number of Justice League markers on Army Cards you control. All figures you control are considered within clear sight of each other. After revealing an Order Marker on this card, instead of taking a turn with Martian Manhunter, you may remove one Justice League Marker from this card and take a turn with 2 other Unique Heroes you control.
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = VIGILANTE
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 250
THE BRAVE AND THE BOLD
At the start of the game, place 1 white Justice League marker on this card for each Unique Hero you control with the class of Archer, King, Magician or Scientist, to a maximum of 4.
TACTICAL STRATEGIST
When rolling for initiative, you may add 1 to your roll for each Justice League marker on this card. When a figure you control is destroyed, you may immediately remove any unrevealed Order Markers and place them on any other card you control. Once per turn, after a Unique Hero you control within clear sight of Batman rolls the 20-sided die, you may remove 1 Justice League marker from this card to add 1 to that roll, or 3 to that roll if the figure is an Archer, King, Magician, or Scientist.
MASTER MARTIAL ARTIST
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure.
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = SCIENTIST
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 4
ATTACK = 5
DEFENSE = 5
POINTS = 230
JUSTICE LEAGUE STRATEGIST
At the start of the game, place 1 blue Justice League marker on this card for each Unique Protector or Scientist Hero you control, to a maximum of 3. When rolling for initiative, if at least one Order Marker is on this card, you may add 2 to your roll for each Justice League marker on this card.
BOOM TUBE TRANSPORT
At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the round, you may move Cyborg and up to X figures in your start zone within clear sight of Cyborg, where X equals the number of Justice League markers on this card, up to 3 spaces each. Remove the Glyph of Boom Tube from the battlefield.
CYBERNETIC ENGINEERING
At the end of a round, you may remove one Wound Marker from this card or the Army Card of a Unique Android Hero adjacent to Cyborg. After using Cybernetic Engineering, you may remove 1 Justice League marker from this card to use Cybernetic Engineering one additional time.
SPECIES = KRYPTONIAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = VALIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 8
MOVE = 10
RANGE = 1
ATTACK = 8
DEFENSE = 7
POINTS = 430
JLA TRINITY
At the start of the game, place 1 white Justice League marker on this card for each Unique Hero you control with the class of Champion, Warrior, or Vigilante.
SYMBOL OF JUSTICE
Add 1 to your initiative roll for each Justice League marker on Army Cards you control. Once per turn, before a figure you control within clear sight of Superman rolls defense dice against a normal attack, you may choose a figure you control that is adjacent to the defending figure, remove 1 Justice League marker from this card, and roll defense and take any resulting wounds from that attack with the chosen figure.
HEROIC RESCUE
If Superman passes over a friendly figure while moving, after moving Superman you may place that figure on any empty space adjacent to Superman. A friendly figure moved by Heroic Carry will not take any leaving engagement attacks.
MAN OF STEEL
When rolling defense against a normal attack from a figure that is not a Kryptonian, all blanks rolled count as extra shields.
SUPER STRENGTH
FLYING
Previous Directions Considered:
Spoiler Alert!
Ideas 1-6
Spoiler Alert!
*Specific examples of each direction will be added, in spoilers, as time allows.
1. Stickers: Create JL Stickers to place on already created cards and retroactively place them in the Justice League, then design future synergies based off this.
Spoiler Alert!
Quote:
Originally Posted by Drewman-chu
Could a team synergy be accomplished not through order markers,glyphs or changing any class/personality but through just having a box or title stating Justice League, Avengers or whatever.
This could be accomplished retroactively through printable stickers that were made to be placed on preexisting cards in order to designate them as Justice League, then with future cards by including them in the card art itself.
2. Team Cards: Create draftable cards that list team members and give specific synergy boosts.
Spoiler Alert!
Quote:
Originally Posted by IAmBatman
Hmm, had another revolutionary thought that allows true, inclusive Justice League synergy in just one design instead of several. It would require a new type of design (but one that was discussed way, way, way back when and I actually opposed at the time, but think might just fit the bill here and would certainly be very different than the Avengers). It would only require a single card, that card would probably have a low cost, that card would allow you to put pretty much anyone you wanted into the Justice League, but would reward you more the more you included thematic members, and that card would probably be very hard to cost as point limits got variable (that's the one major drawback I can think of so far, and where I need the most help!).
Here it is: A draftable team card (shout out to Balantai and GreyOwl! ). Rather than creating new versions of each of these stand alone heroes, take what we have and give people a reason to draft them together by creating a Justice League Team Card that has a point value to allow you to draft it in your army, then contains this special text (just sample text right now):
Quote:
Originally Posted by IAmBatman
If you control Cyborg, at the start of the game, before placing Order Markers, you place one Glyph of Boom Tube in any empty space in your startzone, power side up.
If you control Superman and at least one numbered Order Marker is revealed on his Army Card, all figures you control add one to their defense for the remainder of the round.
If you control Wonder Woman and at least one numbered Order Marker is revealed on her Army Card, all figures you control add one to their attack for the remainder of the round.
If you control Batman, once per round you may reveal the “X” Order Marker on his card and rearrange any unrevealed Order Markers on any Army Cards you control.
If you control Flash and at least one numbered Order Marker is revealed on his Army Card, all figures you control move one additional space for the remainder of the round.
If you control Green Lantern and at least one numbered Order Marker is revealed on his Army Card, all figures you control with a Range Number of 4 or higher add one to their range for the remainder of the round.
If you control Martian Manhunter and at least one numbered Order Marker is revealed on his Army Card, an opponent may not take temporary or permanent control of any of your figures for the remainder of the round.
If you control Aquaman and at least one numbered Order Marker is revealed on his Army Card, add 1 to any 20-sided die roll for the remainder of the round.
3. JL Communicator Utility Glyph: Create a Utility Glyph that gives open-ended synergy with the Justice League name attached.
Spoiler Alert!
Quote:
Originally Posted by quozl
Quote:
Originally Posted by IAmBatman
Quote:
Originally Posted by quozl
I still like this:
Quote:
JUSTICE LEAGUE COMMUNICATOR
At the start of the game, you may place 1 JL Marker on this card and 1 additional JL Marker on the card of another Unique Hero you control. At the beginning of your turn, you may move 1 unrevealed Order Marker from the card of a figure you control with a JL marker on its card onto any other figure you control with a JL Marker on its card.
I don't think the Justice League members need to boost each other. They just need more coordination on their turns. This gives OM flexibility so the right hero can make the right move at the right time, which I believe is very thematic.
You proposal would be that this would be the entire synergy for the team? I guess that's one approach.
Yep, that's all I want. And I like making it a Utility Glyph (most likely doling out more markers though).
4. Team Glyphs: Create specific “JL Tactics” Glyphs that start on JL hubs and offer power boosts tied to either specific characters or specific Classes.
Spoiler Alert!
JUSTICE LEAGUE 3 At the start of the game, you may place up to three Justice League Glyphs of different types on this card. _______ cannot lose these Glyphs by any means unless he is destroyed. GLYPH OF JUSTICE LEAGUE: MAGICAL ELEMENT
(Zatanna)
________ GLYPH If you control Zatanna, you may use the Magical Element glyph. Any power on this card, refers to Zatanna's card instead as if she has it equipped. At the start of the game, choose 1 Water, Lava, Ice, or Shadow tile, and place it on this card. Once per game, after moving, instead of attacking, Zatanna may place the chosen tile within 4 clear sight spaces.
It's just an example, but this hopefully gets the idea across. These glyphs could be made just like Utility Glyphs, opening up the design and expansion for future characters to be represented. Whoever the hub is, would have the point cost calculated in his point value much like Batman II with his Utility Glyphs, and the glyphs will simply need to remain balanced when designed. With this system, any member of the Justice League can bring synergy to the team. In this case, Zatanna could be paired with Aquaman to give him a water space. She could place Lava for Etrigan or Fire. She could place Ice for Ice. Shadow for Batman or Obsidian etc. This is just one example of many, where a character can synergize with their team through this method.
5. Class: Class-Specific Recruiting for static, universal team powers.
Spoiler Alert!
Martian Manhunter II:
Spoiler Alert!
JUSTICE LEAGUE FOUNDER
At the start of the game, you may choose up to one Unique Hero you control from each of the following Classes: Champion, Vigilante, Officer, Scientist, Warrior, Archer, King, and Magician. Each chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card, for the rest of the game.
MIND LINK
An opponent may never take control of Martian Manhunter, or any League Member you control within 4 spaces of Martian Manhunter. All League Members you control are always considered within clear sight of each other.
PRECOGNITIVE SENSES
If a League Member you control rolls the 20-sided die for a special power, you may add 2 to the roll.
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.
SUPER STRENGTH
FLYING
Batman III:
Spoiler Alert!
JUSTICE LEAGUE TACTICIAN
At the start of the game, you may choose up to one Unique Hero you control from each of the following Classes: Champion, Scientist, and Warrior. Each chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card, for the rest of the game. After revealing an Order Marker, you may move 1 unrevealed Order Marker from the card of a League Member you control onto any other League Member card you control.
WORLD'S GREATEST DETECTIVE
Before taking a turn with Batman, if Batman is unengaged you may choose an opponent's figure in play and roll the D20 once for each unrevealed Order Marker on that figures card. On a roll of 15 or higher you may look at the selected unrevealed Order Marker, do not reveal that Order Marker to any other players. After looking at an opponents unrevealed Order Marker with this power, you may reveal the 'X' Order Marker on this card and remove that Order Marker from play.
MASTER MARTIAL ARTIST
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure.
Cyborg II:
Spoiler Alert!
JUSTICE LEAGUE COORDINATED ATTACK
After revealing an Order Marker on the card of and taking a turn with a League Member you control within 5 clear sight spaces of Cyborg, you may immediately attack once with Cyborg's normal attack, and you may not take any additional turns with other figures you control.
BOOM TUBE TRANSPORT
After revealing an Order Marker on this card, you may place one Glyph of Boom Tube power-side up on an empty space within 4 clear sight spaces of Cyborg. Before moving Cyborg, you may roll the 20-sided die for each unengaged figure you control within 4 clear sight spaces of Cyborg. If you roll a 12 or higher, you may move that figure up to 4 spaces. After moving Cyborg, immediately remove the Glyph of Boom Tube from the battlefield.
CYBERNETIC REPAIR X
At the end of the round, if you reveal an "X" Order Marker on this card, remove one Wound Marker from each Army Card you control with the Cybernetic Repair X special power.
SUPER STRENGTH
FLYING
Doctor Fate II:
Spoiler Alert!
DIVINE EMPOWERMENT
At the start of the round, you may immediately roll 1 combat die.
If you roll a skull, add 1 to Doctor Fate's attack this round.
If you roll a shield, add 1 to Doctor Fate's defense this round, and he is never attacked when leaving an engagement this round.
If you roll a blank, you may remove 1 Wound Marker from this card or the Army Card of a Unique Hero adjacent to Doctor Fate.
HEROIC RESURRECTION
Before placing Order Markers for any round, if Doctor Fate is unengaged, you may choose any previously destroyed League Member you control and roll the 20-sided die. If you roll 18 or higher, remove all Wound Markers from the chosen Hero’s Army Card and place the chosen Hero on any empty space adjacent to Doctor Fate. This special may only be used to place one League Member per game.
MAGICAL DEFENSE
When Doctor Fate is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Doctor Fate can take for this attack is one.
SUPER STRENGTH
FLYING
All Character Class Being Included:
Spoiler Alert!
This gives you the following options(Justice League affiliates in bold):
JUSTICE LEAGUE MIND LINK
At the start of the game, you may place a JL marker on this card and on the card of 1 other Unique Hero you control. An opponent may never take control of Martian Manhunter, or any figure you control within X spaces of Martian Manhunter that has a JL marker on its card, where X equals the amount of figures you control with JL markers on their cards. Figures you control with JL markers on their cards are always considered in clear sight of each other.
JUSTICE LEAGUE PRECOGNITION
When rolling for initiative, add 1 to your roll for each figure you control with a JL marker on its card. If a figure you control with a JL marker on its card rolls the 20-sided die for a special power, you may add 1 to the roll.
JUSTICE LEAGUE COORDINATED ATTACK
At the start of the game, you may place a JL marker on this card and on the card of 1 other Unique Hero you control. After revealing an Order Marker on the card of and taking a turn with a figure you control within 5 clear sight spaces of Cyborg, if that figure has a JL marker on its card, you may immediately attack once with Cyborg, and you may not take any additional turns with other figures you control.
BOOM TUBE TRANSPORT
Instead of moving and attacking, you may choose a friendly figure adjacent to Cyborg. Roll the 20-sided die, add 1 to the roll for each figure you control with a JL marker on its card. Place Cyborg on an empty space up to X spaces away from his original placement, where X equals the number rolled on the 20-sided die. After placing Cyborg, you may place the chosen figure on any empty space adjacent to Cyborg. Figures moved by this special power will not take any leaving engagement attacks, and cannot be placed adjacent to an enemy figure. This special may not be used more than once per round.
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Batman II Utility Glyph:
Spoiler Alert!
NAME = GLYPH OF UTILITY: JUSTICE LEAGUE COMMUNICATOR
SUBTITLE = TURN MANAGEMENT
EQUIPMENT GLYPH
At the start of the game, you may place 1 JL Marker on the card of every hero you control that has this glyph on its army card, and 1 additional JL Marker on the card of another Unique Hero you control. At the beginning of your turn, you may move 1 unrevealed Order Marker from the card of a figure you control with a Justice League Communicator glyph onto any other card you control with a JL Marker, or from any card you control with a JL Marker to the card of a figure you control with a Justice League Communicator glyph.
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Here's the breakdown to what the markers are offering:
Martian Manhunter alone:
+2 to initiative
-Clear sight
-Control denial within 2 spaces
-+1 to 20-sided die rolls for 1 person
Cyborg alone:
-After 1 possible JL figure takes a turn within 5 clear sight spaces, Cyborg may attack.
-+2 to Boom Tube roll
JLC Utility Glyph:
-Batman may interchange Order Markers with 1 other person.
Together:
-+6 to initiative
-Clear sight guaranteed for Cyborg's Coordinated Attack
-Control denial within 6 spaces of Martian Manhunter
-+1 to 20-sided die rolls for 5 people
-Cyborg may attack after a potential of 5 other figures with JL markers take a turn.
-+6 to Boom Tube roll
-5 other figure's with the JL marker and glyph holder may interchange turns when revealing an OM.
Idea 7-12
Spoiler Alert!
7. Open Marker Burn: Open-ended recruiting for powers based on Marker resource management.
Spoiler Alert!
Quote:
Originally Posted by Aggressive Sock
Martian Manhunter II: JUSTICE LEAGUE PRECOGNITION
At the start of the game, place up to 4 total Justice League markers on the cards of Unique Heroes you control. You may place more than 1 marker on the same card. Each figure you control with a Justice League Marker on its card may use any of the following:
• When rolling the 20-sided die, you may add 3 to the roll.
• If an opponent would take control of you, their turn immediately ends.
• Before moving, your opponent must show you their lowest numbered unrevealed Order Marker.
• Before a figure you control rolls defense dice, if you are adjacent to the defending figure, you may roll defense instead, and receive any wounds.
After a figure you control uses a Justice League Precognitive power, remove 1 Justice League marker from that figure's card.
Batman III: JUSTICE LEAGUE TACTICS
At the start of the game, place up to 4 total Justice League markers on the cards of Unique Heroes you control. You may place more than 1 marker on the same card. Each figure you control with a Justice League Marker on its card may use any of the following:
• Before rolling for initiative, add 2 to your initiative roll for each adjacent enemy figure.
• Instead of taking a turn with this figure, you may take a turn with one other Unique Hero you control within clear sight.
• If you attack a figure with your normal attack, add 2 to your attack. If you destroy the enemy figure, take 1 additional turn.
• After attacking with a special attack, you may attack with that special attack one additional time. Figures you control are not affected by these attacks.
After a figure you control uses a Justice League Tactics power, remove 1 Justice League marker from that figure's card.
Essentially you can place up to 4 total markers, so you could load up on 1 guy, 2 on 2 different card, or all 4 on different cards etc. Only those with Justice League markers can use those powers. Each time a power is used from those specials, that figure must remove 1 Justice League marker. The number of markers placed can be worked out. Other figures could offer something similar, perhaps with less markers being placed, and less powers with the special being offered. There could also be other people's specials that work with the markers, but possibly don't take away from the markers, giving them a sort of resource management quality. Say Cyborg's Boom Tube, perhaps it costs a marker to go through at the start of the game. Or perhaps his Coordinated Attack only works on those with a marker, but it doesn't cost one, so it leaves reason not to spend them, but in a pinch, you have to(similar to Lanterns).
This could also play into specific powers, making certain ones require more markers to activate. For example, say we did do a resurrection power on Fate. It would only be possible if the figure had 2 or more Justice League markers on their card, and if the figure is successfully resurrected, you remove all Justice League markers. Just throwing out possibilities here.
It's a team synergy with markers, that hasn't really been done to my knowledge.
8. Class Marker Burn: Class-Specific Recruiting for powers based on Marker resource management.
Spoiler Alert!
Martian Manhunter 2.0:
Spoiler Alert!
JUSTICE LEAGUE PRECOGNITION
At the start of the game, place up to 5 total Justice League markers on the cards of Unique Champion, Archer, Vigilante, Magician, or King Heroes you control. Once per turn,after a figure you control rolls the 20-sided die, you may remove 1 Justice League marker from that figure's card to add 3 to that roll. At the end of the round, you may move any Justice League markers from a card you control to the card of a figure you control with a Class listed in this power.
TELEPATHIC MASTERY
An opponent may never take control of Martian Manhunter or any figure you control within 5 spaces of Martian Manhunter with a Justice League marker on it's card. All figures you control are considered within clear sight of each other.
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.
Batman 3.0:
Spoiler Alert!
JUSTICE LEAGUE TACTICAL ANALYSIS
At the start of the game, place up to 4 total Justice League markers on the cards of Unique Champion, Warrior, Scientist, Officer, or Refugee Heroes you control. Once per turn,before a figure you control rolls attack dice, you may remove 1 Justice League marker from that figure's card, and the defending figure must subtract 2 from its defense. At the end of the round, you may move any Justice League markers from a card you control, to the card of a figure you control with a Class listed in this power.
FIELD ORDERS
Instead of taking a turn with Batman, you may instead take a turn with one other Unique Hero you control, within clear sight of Batman, with a Justice League marker on its card.
MASTER MARTIAL ARTIST
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure.
Cyborg 2.0:
Spoiler Alert!
JUSTICE LEAGUE COMBAT COOPERATION
At the start of the game, place up to 3 total Justice League markers on the cards of Unique Determined, Valiant, Benevolent, Bold, or Quirky Heroes you control. Once per turn,after a figure you control takes a turn, you may remove 1 Justice League marker from that figure's card to take a turn with Cyborg, you may not take any additional turns with other figures you control. At the end of the round, you may move any Justice League markers from a card you control, to the card of a figure you control with a Personality listed in this power.
BOOM TUBE TRANSPORT
At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the first round, you may move up to 3 figures in your start zone with a Justice League marker on their card 3 spaces each, then remove the Glyph of Boom Tube from the battlefield.
CYBERNETIC ENGINEERING
At the end of a round, Cyborg and all Android or Cyborg Unique Heroes you control with a Justice League marker on their card may remove 1 Wound Marker from that figure's card.
JL Synergy List MM2.0, Batman 3.0, & Cyborg 2.0
Spoiler Alert!
4 cards/3 figures all 3 can team up with:
Superman I (400) - Champion & Valiant
Superman II (450) - Champion & Valiant
Wonder Woman (300) - Champion & Determined
Booster Gold (290) - Champion & Determined
2 cards only MM 2.0 & Batman 3.0 can team up with:
Shazam (360) - Champion & Righteous
Flash/Wally West (280) - Champion & Tricky
3 cards only Batman 3.0 & Cyborg 2.0 can team up with:
Green Lantern/John Stewart (340) - Officer & Determined
Flash (Barry Allen) (250) - Scientist & Bold
Aquaman II (330) - Warrior & Determined
3 cards only MM 2.0 & Cyborg 2.0 can team up with:
Aquaman (230) - King & Valiant
Black Canary (190)- Vigilante & Determined
Batman/Dick Grayson - Vigilante & Determined
7 cards/6 figures only MM 2.0 can team up with:
Batman/Bruse Wayne I (200) - Vigilante & Driven
Batman/Bruce Wayne II (250) - Vigilante & Driven
Huntress (170) - Vigilante & Ruthless
Green Arrow/Oliver Queen (150) - Archer & Precise
Red Arrow (150) - Archer & Brash
Zatanna (240) - Magician & Tricky
Doctor Fate 2.0 (?) - Magician & ?
9 cards only Batman 3.0 can team up with:
Hawkman (225) - Warrior & Fearless
Hawkgirl (225) - Warrior & Fierce
Atom (50) - Scientist & Daring
Vixen (150) - Warrior & Loyal
Green Lantern (Hal Jordon) (350) - Officer & Fearless
Green Lantern/Kyle Rayner (300) - Officer & Creative
Green Lantern/Guy Gardner (320) - Officer & Brash
Firestorm - Student/Scientist & Lazy/Brilliant
Supergirl (320) - Refugee & Reckless
5 cards only Cyborg 2.0 can team up with:
Steel (260) - Engineer & Valiant
Zauriel (320) - Guardian & Valiant
Mr. Terrific (160) - Savant & Valiant
Red Tornado (300) - Protector & Benevolent
Plastic Man (145) - Adventurer & Quirky
+ Batman 3.0, MM 2.0, & Cyborg 2.0 will each have one of the referenced classes.
That is 36 different cards covering 32 different JL heroes.
*Assumes the eventual creation of a Dr. Fate Magician card that may or may not have any JL marker related powers.
9. Team Powers: No recruiting, just Class-specific power offerings.
Spoiler Alert!
Martian Manhunter II
JUSTICE LEAGUE SUPPORT
If you only have Unique Heroes in your Army:
• If a King, Archer, or Magician you control rolls the 20-sided die, you may add 2 to the roll.
• Once per round if an opponent successfully rolls to take control of any Champion, Warrior, or Scientist you control, their turn immediately ends.
• Once per game when defending against a non-adjacent attack with a Vigilante, Officer, or Archer you control, one shield will block all damage.
TELEPATHIC MASTERY
An opponent may never take control of Martian Manhunter. All figures you control are considered within clear sight of each other.
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.
Batman II
JUSTICE LEAGUE TACTICS
If you only have Unique Heroes in your Army:
• Instead of taking a turn with Batman, you may take a turn with a Champion, Warrior, or Scientist you control.
• Once per round when a Archer, Officer, or Protector you control destroys an enemy figure, you may take one additional turn.
• Once per game when attacking an adjacent figure with a Mystic, Refugee, or Warrior you control, all blanks rolled count as skulls.
MASTER MARTIAL ARTIST
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure.
Cyborg II:
JUSTICE LEAGUE STRATEGY If you only have Unique Heroes in your Army:
• Add 2 to your initiative roll for each enemy figure adjacent to a Champion, Warrior, or Officer you control.
• Once per round, before a figure you control rolls defense dice, you may choose a Guardian, Protector, or Champion figure you control adjacent to the attacking figure to roll defense instead, and take any resulting wounds.
• Once per game when attacking with or defending against a normal attack with an Archer, Engineer, or Officer you control, you may re-roll any dice.
BOOM TUBE TRANSPORT At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the round, remove the Glyph of Boom Tube from the battlefield.
CYBERNETIC ENGINEERING At the end of a round, you may choose Cyborg or an Android or Cyborg Hero adjacent to Cyborg. Remove or place 1 Wound Marker on the chosen figure’s card.
10. Marker Powers: A Team Powers/Markers hybrid; open-ended recruiting for universal team powers tied to Markers and class-specific power offerings.
Spoiler Alert!
Quote:
Originally Posted by IAmBatman
OK, here's an attempt to take advantage of the best parts of the work we've done so far and hybridize it with the Marker approach, while adding in some tweaks of my own.
We'd keep the same three hubs (Cyborg 2.0, Martian Manhunter 2.0, and Batman 3.0). Add a Scientist Blue Beetle and Magician Doctor Fate to round things out and you'd have a pretty encompassing Justice League based on 9 Classes (Champion, Vigilante, Officer, Scientist, Warrior, Archer, King, Protector, Magician). If you wanted more synergies, Blue Beetle could come packing Equipment Glyphs to hand out, perhaps, and Fate might give boosts with his magic.
But we'd also take advantage of the Markers with some boosts here and there that applied to the whole team. My take:
MARTIAN MANHUNTER
NAME = MARTIAN MANHUNTER II
SECRET IDENTITY = J'ONN J'ONZZ
SPECIES = MARTIAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BENEVOLENT
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 8
RANGE = 4
ATTACK = 6
DEFENSE = 7
POINTS = 360-380
JUSTICE LEAGUE MIND LINK
At the start of the game, place a blue JL marker on this card and on the cards of up to 2 other Unique Heroes you control. An opponent may never take control of Martian Manhunter, or any figure you control within X spaces of Martian Manhunter that has a JL marker on its card, where X equals the amount of figures you control with JL markers on their cards. Figures you control with JL markers on their cards are always considered in clear sight of each other.
TEAM PRECOGNITIVE
If you only have figures with JL Markers in your Army:
• When rolling the 20-sided die for an Archer, King, or Magician you control, you may add 2 to the roll.
• Once per Round, before moving a Champion, Scientist, or Warrior you control, you may choose one unrevealed Order Marker on the Army Card of an opponent’s figure within 4 clear sight spaces of Martian Manhunter and view it.
• Once per game when defending against a non-adjacent attack with an Officer, Protector, or Vigilante you control, one shield will block all damage.
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.
SUPER STRENGTH
FLYING
BATMAN
NAME = BATMAN (III)
SECRET IDENTITY = BRUCE WAYNE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = VIGILANTE
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 6
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 250?
UTILITY BELT 2
At the start of the game, after Order Markers are placed and before initiative is rolled, you may place up to two Utility Equipment Glyphs of different types on this card. Batman can equip a Utility Equipment Glyph even if there are other Utility Equipment Glyphs on this card, up to a maximum of 2. Batman cannot lose these Equipment Glyphs by any means unless he is destroyed.
JUSTICE LEAGUE TACTICIAN
At the start of the game, place a blue JL marker on this card and on the cards of up to 4 other Unique Heroes you control. If you only have figures with JL Markers in your Army:
• Add 2 to your initiative roll for each enemy figure adjacent to a Champion, Officer, or Scientist you control.
• Once per round when an Archer, Protector, or Vigilante you control attacks with a special attack, they may attack with that special attack one additional time. Figures you control are not affected by these attacks.
• Once per game, add two dice to the attack of a King, Magician, or Warrior you control. If this attack destroys an enemy figure, you may take one additional turn with a King, Magician, or Warrior you control.
EXPLOSIVE BATARANG SPECIAL ATTACK
Range 5. Attack 2+.
Choose a figure to attack, adding 2 to the attack if the chosen figure has Super Strength. Any figures adjacent to the chosen figure are also affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Batman cannot be affected by this special attack. When Batman attacks with this special attack, he may attack one additional time.
CYBORG
NAME = CYBORG 2.0
SECRET IDENTITY = VIC STONE
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = SCIENTIST
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 4
ATTACK = 5
DEFENSE = 5
POINTS = 250?
BOOM TUBE TRANSPORT
At the start of the game, you may place one Glyph of Boom Tube power-side up on an empty space in your Start Zone. Before moving Cyborg, you may roll the 20-sided die for each unengaged figure you control with a JL marker on its card within 4 clear sight spaces of Cyborg, adding 1 to the roll for each figure you control with a JL marker on its card. If you roll a 14 or higher, you may move that figure up to 4 spaces. After moving Cyborg for the first time, immediately remove the Glyph of Boom Tube from the battlefield.
JUSTICE LEAGUE COORDINATED ATTACK
At the start of the game, place a blue JL marker on this card and on the card of 1 other Unique Hero you control. After revealing an Order Marker on the card of and taking a turn with a figure you control within 5 clear sight spaces of Cyborg, if that figure has a JL marker on its card, you may immediately attack once with Cyborg, and you may not take any additional turns with other figures you control.
CYBERNETIC REPAIR X
At the end of the round, if you reveal an "X" Order Marker on this card, remove one Wound Marker from each Army Card you control with the Cybernetic Repair X special power.
SUPER STRENGTH
Edit: Here are the iconic Leaguers would be covered under the umbrella of those 9 classes if we went with this plan: Superman, Wonder Woman, Booster Gold, Flash (Wally), Captain Marvel (Billy), Batman (Bruce), Batman (Dick), Black Canary, Huntress, Green Lantern (Hal), Green Lantern (John), Green Lantern (Kyle), Green Lantern (Guy), Atom (Ray), Flash (Barry), Firestorm, Blue Beetle (Ted), Vixen, Hawkgirl, Hawkman, Aquaman, Zatanna, Doctor Fate, Red Tornado
Quote:
Originally Posted by IAmBatman
That feels pretty darn inclusive to me. Most others who didn't make the cut are either D-List (Zauriel), really members of a side-group such as Justice League International or Justice League Detroit (Ice, Fire, Gypsy), or ripe for a new version (Supergirl - could have a Champion version easily).
11. Class Marker Wildcard: Class-Specific Recruiting for static, universal team powers tied to Markers, along with one open-ended recruit (wildcard).
Spoiler Alert!
Quote:
Originally Posted by japes
I think right now after all this I would say my ideal path would be for MM2 and BM3 to be able to hand out some amount of Markers to select classes and each have a team power.
Martian Manhunter 2.0: JUSTICE LEAGUE PRECOGNITION
At the start of the game, place up to 4 Justice League markers on the cards of Unique Champion, Archer, Vigilante, or King Heroes you control. Once per turn, after a figure you control with a Justice League Marker rolls the 20-sided die, you may add 2 to that roll.
TELEPATHIC MASTERY
An opponent may never take control of Martian Manhunter or any figure you control within 5 spaces of Martian Manhunter with a Justice League marker on it's card. All figures you control are considered within clear sight of each other.
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.
Batman 3.0: JUSTICE LEAGUE TACTICAL ANALYSIS
At the start of the game, place up to 4 Justice League markers on the cards of Unique Champion, Warrior, Scientist, or Officer Heroes you control. While Batman is in play, at the beginning of your turn, you may move 1 unrevealed Order Marker from the card of a figure you control with a JL marker on its card onto any other figure you control with a JL Marker on its card.
MASTER MARTIAL ARTIST
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure.
Cyborg 2.0: JUSTICE LEAGUE COMBAT COOPERATION
At the start of the game, place a Justice League markers on the card of a Unique Heroes you control. After revealing an Order Marker on the card of a figure you control with a Justice League marker on its card and taking a turn with that figure, you may take a turn with Cyborg. You may not take any additional turns with any other figures you control.
BOOM TUBE TRANSPORT
At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the first round, you may move up to 3 figures in your start zone with a Justice League marker on their card 3 spaces each, then remove the Glyph of Boom Tube from the battlefield.
CYBERNETIC ENGINEERING
At the end of a round, Cyborg and all Android or Cyborg Unique Heroes you control with a Justice League marker on their card may remove 1 Wound Marker from that figure's card.
From what we gathered I think it addresses most of these comments... Johnny:
-Has expressed desire for the classes to be narrowed as much as possible, to not include many outliers. (Class limits to who gets a marker
Karat:
-Try to limit the classes down a bit.Classes limited with Cyborg getting one wildcard marker for the outliers
-Doesn't want too much crammed into 2 cards, perhaps go with 3-4 per card. Classes set who gets a marker but powers are simplified to figures with markers
Viegon:
-Prefers just 1 hub. Reduced to two
-No JLA Tactician Batman + Detective Batman on one card.done
-Desires more new versions of cards to make the synergy happen, especially if it helps avoid single classes being listed for 1 character's inclusion. Cyborg's wildcard marker takes care of the single classes with fewer new cards needed
-It's not a sticking point, but he'd prefer to see 1 figure have an open ended choice of 1 figure to make a League Member.Done...Cyborg
-Would prefer to keep the classes listed at a max of 5. Done
Trollbrute:
-Seems to be the most on board with what we're doing thus far.
-Only concerns have been with specific powers such as the +2 d20 boost and Resurrection.
Also to note...this all fits on a card...I tested it.
12. JL 2.0: Design new versions of every member of the Justice League that we want to include.
Spoiler Alert!
Quote:
Originally Posted by Viegon
Personally, if we're adding a class or personality for a single character, then I'd rather just leave it off and instead make second designs of those characters. For example, I think a League Member Oliver Queen would be pretty cool (maybe give him dual class of League Member and Archer so he can still synergize with Red Arrow, making Red Arrow a good option for the "choose any one unique hero" recruiter ).
Quote:
Originally Posted by Viegon
I'd prefer to see us focus on designing League Member versions of the iconic characters like Superman, Wonder Woman, Flash, etc. before we get to the obscure ones like Doctor Fate (though I do really like that write-up for Doc Fate).
Currently Discussing: Narrowing Options
Hero Scorecard (4 of 5 ballots in)
Spoiler Alert!
Original Marker – Yes 3, No 1
Class Change – Yes 3, No 1
Team Powers – Yes 3, Maybe
Marker Burn – Yes 2, Maybe 2
Team Glyphs – No 3, Maybe 1
Communicator Utility Glyph Only – No 4
Team Card – No 4
Marker Powers – No 2, Maybe 2
All New Cards – No 3, Maybe 1
Classic Markers + Classes – Yes 2, Maybe 1, No 1
Team Stickers – No 4
Open Ended Marker Burn – Maybe 4
Great idea, quozl! I'll bring my main question from the other thread over:
"What makes the Justice League unique? What makes its members different from other teams?"
For me, one of the top three ways they're unique has to be that they consist of Heroes from the DCU. But you've all heard my take on that one.
What else? johnny mentions a team of individuals (which is both true and a bit of a contradiction in terms). How can that be realized in practice?
What else have we got? What else sums up the essence of the Justice League beyond "team of individuals" and "made up of DCU heroes"? What else separates them from the Avengers and X-Men? Maybe they play by the rules more? They typically have secret identities to protect? Just spitballing here ... what do you guys think? What else?
I'll add a new one: they're typically more inspiring to the general public and held up to iconic, God-like status. I don't know how that can work compared to other synergies, though. More of a connection to/emphasis on Civilians? Or would that get too far off-base?
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DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
I had almost suggested that this stuff get ported away from the regular public design post myself. It kind of needs to have an OP so that we can keep track of it all.
Some more ideas as to what might "define" the Justice League:
Use of Boomtube technology (Cyborg ftw!)
Idea of their being a Pantheon of Gods of sorts (idea of being symbols of something greater, inspiring others around them in unique ways – maybe as results of “feats” to borrow from initiation idea?)
Idea that they don’t normally work together, so much as respond to crises (Event Hero bonuses?)
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
So here's a few ideas since the current direction isn't favored:
First, I think it's worth asking, debating, and polling on who exactly is eligible to receive a new version to help supplement/support the Justice League synergy.
Some considerable names that should be discussed and weighed in on(from most prominent to least, but all worth considering):
Spoiler Alert!
Martian Manhunter (Founder of the JLA)
Superman (Face of the group)
Batman (Prominent member)
Wonder Woman (Prominent member)
Flash (Prominent member)
Green Lantern (Prominent member)
Hawkman
Green Arrow
Cyborg (Prominent member in modern times)
Hawkgirl
Zatanna
Red Tornado
Black Canary
Atom
Plastic Man
Doctor Fate
Blue Beatle
A general consensus, and a common ground, needs to be reached and agreed upon on who is eligible and worthy enough to receive a new version, to aid the actual synergy. Once that is reached, it'd really help dictate and add direction. We need to know who is even worth discussing, because clearly not everyone in that list is getting a new version to tie in more synergy. It's important that we know our boundaries, before we start building an actual foundation here. So start making some cases and expressing your take.
Personally, I believe to do something unique here, something special, and cover new ground, the more cards that have a power directly tied to the group, the bigger and more unique this thing becomes. It's uncharted territory, to tie several units together towards a common goal, all designed and discussed at once. If you want to use phrases like "Rome wasn't built in a day" and "The Justice League is the holy grail", then prove it by being willing to see several designs made to be played together from the start, not just shoe horned in by 1 leader figure offering a simple bonus or multiple turns.
If this is doable, I say we open up our willingness to see just about any if not all of these units receive new versions, and each with the same class of Justice League. That's 1 unique thing, that's not only future proofing, but it negates the need for universal markers on several cards. I'm thinking you make 7-10 cards with 1 power that directly gives a unique boost to those with the class of Justice League. Each power is representational of the character's personality, power, and role in the group. So then it comes down to when drafting your army, depending on the point value of your army, determines how big your league is.
I know what you're thinking. "But this isn't C3G, because these units will only synergize with each other, and I can't have _____ in the league.". Well, here's the common ground. Have each figure able to choose a Unique Hero to make their class Justice League instead of what is listed on their card. This already eliminates a lot of overlapping synergies between classes. So you can have your Thor in your JLA. Perhaps that's too much? Well then, have it so only specific members of the JLA can recruit another to the class of Justice League, such as the ones that make the most sense(The big 3 + MM?). Idk, that's just spit-balling.
Ultimately, you end up with something like(using Martian Manhunter II for example):
JUSTICE LEAGUE RECRUITMENT
At the start of the game, you may choose 1 Unique Hero you control. For the entire game, their class is Justice League instead of what is listed on their card.
Then, you'd follow up with a power on Martian Manhunter's card, that directly gives bonus to Justice League members. These bonuses should all be minor, but specifically directed at aiding specific abilities other Justice League members have(some members may require more thought than others).
JUSTICE LEAGUE PRECOGNITION
When rolling for initiative, add 1 to your roll for each Justice League Hero you control. If a Justice League Hero you control rolls the 20-sided die for a special power, you may add 1 to the roll.
Then add on something that makes Martian Manhunter useful to anyone, not just Justice League units(just going off what I had as an example):
MIND LINK
An opponent may never take control of Martian Manhunter, or any figure you control within 4 spaces of Martian Manhunter. Figures you control are always considered in clear sight of each other.
If you do this with 5-10 cards, some or all with the Justice League recruitment, you're looking at a different synergy, that hasn't been done before. A synergy that not only was created all at once, knowing full well what the others were offering and bringing to the table, but a synergy that can be expanded to include others through the recruitment.
Perhaps that's not enough of a departure for some, or veering away from what some may desire from this, but I think once you see 5-10 designs all get made in-sync with one another, and they are all worked on with an ultimate goal in mind...I think that in itself would be quite different and fresh compared to what we have seen before. Especially if it's the community and the heroes etc. all weighing in and making sure all grounds are covered, all ideas are considered.
I was just about to post that this should have been done from the beginning but was fairly pointless now, without Aggressive Sock.
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The empty sky holds no reflection, for sorrow - Eslo Rudkey
I was just about to post that this should have been done from the beginning
FYI, for those wanting to do something like this in the future, please PM all the heroes and sidekicks the link to your thread in addition to posting the link in the public design thread.
I do like the idea of just rolling with a unique class for them all and doing Justice League specific versions of all the characters you want. It'd be by far the thoroughest way to accomplish your stated goals of encouraging people to play thematic JL figures together, and it wouldn't rehash the markers. (fwiw, I'd go with Justice Leaguer instead of Justice League as the class).
I'm warily anticipating a lot of the same arguments as there were against my DC referencing ability, insomuch as that it's very prescriptive. But, again, that seems to be your goal to a large extent, so .... I think a major unresolved issue is coming together and agreeing on what the goal is/should be.
Personally, I think it's entirely cool and fun to design a core set of Justice Leaguers designed to work well and closely together without a ton of room for other, nonthematic figures. If you want to build unthematic, wacky army builds, you have 600 or so other choices. Why not let the theme nerds get one little group?
That said, there's one other major issue: this is by far the version that requires the most work. By requiring a unique class, it involves doing a Justice League specific version of each character you want to include. Personally, I've never seen work and patience as an issue here, but that's just me. Having goals keeps me excited about things. But I could see it as a downside if you're in the "I want my Justice League and I want it now!" camp.
Food for thought. It's a cool idea, though, for sure. I think we would've really considered "Avenger" as just being a class, rather than using the markers, had we not already used the class on someone else, a non-Avenger, in the game (I forget whom).
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DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
I do like the idea of just rolling with a unique class for them all and doing Justice League specific versions of all the characters you want. It'd be by far the thoroughest way to accomplish your stated goals
I agree. I think that's the magic of what led to 35+ pages of discussion in just 3 and a half weeks. I think people like the idea of units that work so closely together, and the Justice League is overdue.
Quote:
I'm warily anticipating a lot of the same arguments as there were against my DC referencing ability, insomuch as that it's very prescriptive.
Well, here's the compromise, the common ground. Some, if not all(which is where we all need to find out a middle ground), should be able to recruit 1 Unique Hero, and change their class to Justice Leaguer. This would let them in on all the benefits the group is offering, without them being a Justice Leaguer naturally. So people can obtain their fantasy members, while Justice League enthusiasts wanting to use just Justice Leaguers by design, can do so. It's win/win.
Limiting how many can be recruited, limits the crazy possibilities just enough to make sure you're not losing sight of the intended theme, but keeps it open enough to where you can still play _____ within the Justice League, and still receive the same benefits. The down side is, those people you are recruiting, won't be adding a power of their own that is specifically designed to boost the thematic members. The up side is, they will still be a Justice Leaguer by class, thus adding to anything based on number of Justice Leaguers you control, as well as powers specific to Justice Leaguers. I feel this is a fair compromise.
The silver lining is that you'd be able to recruit previous versions of the heroes, to fulfill a certain role if needed. As Ronin and Smithy once suggested.
Quote:
That said, there's one other major issue: this is by far the version that requires the most work. By requiring a unique class, it involves doing a Justice League specific version of each character you want to include.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Interesting idea Sock. Just like how Lady Shiva can recruit any Vigilante to become an Assassin for one game, you could have a couple of JL recruiters that could each recruit a different set of classes to the JL for a single game instead of handing out markers to just anyone. This of course brings us back close to where we started at though in trying to determine which classes make the cut and which ones are left out. I also think you would end up with several 4 power cards if one of the powers is just a recruitment one.
Quote:
Originally Posted by Yodaking
Alright just so we have it all in one post. These are all the currently released JL related army cards we have.
Titan & Sidekick already have the Teen Titan synergy so I'd rather not include those classes. That leaves 6 classes to be recruited covering 21 JL members + all the cards that were not part of the JL but have one of those 5 classes.
JLA RECRUITMENT
At the start of the game, you may choose up to two Unique _______ or ______ Heroes you control. The chosen figure's class are Justice Leaguer instead of what is on its card.
So in order to have both Black Canary & Green Arrow in the same JL team, you would have to start out with MM & Zatanna, then recruit the two of them. You would then still be able to add say a Green Lantern and Superman for a 6 figure JL team that all had the class of Justice Leaguer. MM & Zatanna would then have some Justice Leaguer synergy powers.