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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.


 
 
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Old April 6th, 2010, 01:02 PM
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The Book of Martian Manhunter

The Book of Martian Manhunter

C3G DC WAVE 2
BRAVE AND THE BOLD





The figure used for this unit is a Heroclix figure from the DC Origins set.
Its model numbers and name are #082, #084 / Martian Manhunter.
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Character Bio - Stranded far from his Martian homeworld by an experimental teleporter beam, J'onn J'onzz adopts the identity of Detective John Jones and morphs his image in an attempt to fit in on his adopted planet. Combining the deductive reasoning of Batman with the strength and stamina of Superman and throwing in telepathic abilities and intangibility to boot, J'onn J'onnz, once a champion of Mars, becomes Martian Manhunter, member of the Justice League and defender of Earth.
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-Rulings and Clarifications-
  • Q: Can Martian Manhunter be affected by powers you control that require clear sight?
    A: Yes he can. Only opponent's figures cannot use special powers on him that require clear sight.
  • Q: Can Martian Manhunter move himself with Telepathic Directive?
    A: No. A figure is never within "X" spaces of itself.
  • Q: Can you use powers that change how you move while moving with Telepathic Directive, like Flying, Ice Resistance, or Super Leap?
    A: Only powers that don't say "instead of moving normally". So Flying can be used, and you can count 1 space for heavy snow and slippery ice with Ice Resistance, but Super Leap, and other movement powers that happen instead of normal movement, cannot be used. Powers that trigger as a result of movement, such as Razor Wing Slash, can be used.
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • Martian Manhunter can move Telepaths farther with his Telepathic Directive special power. Current Telepaths.
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-Immunities, Benefits, and Weaknesses-

ImmunitiesBenefitsWeaknesses_________________________________________________________________

-Strategy, Tactics and Tips-
  • Martian Manhunter’s unique role in the game that few other units can fill is as a supportive unit for other support units. The “weakness” of many passive support units is the inefficiency of taking turns with them simply to position them next to the rest of your team, or even worse to continually move them to keep them close to mobile offensive units. But using Telepathic Directive, you can potentially move multiple passive support units without taking turns with them.
  • To fully maximize your use of Telepathic Directive, try drafting Martian Manhunter with a large group of units with passive powers such as Doctor Light, Count Vertigo, Angel, Jocasta, Weather Wizard, Vertigo, etc. The effect is that with so many powers crossing over each other, messing with your opponent's attacks and movements, that they can have turns where very little damage is done.
  • Armies based around Martian Manhunter can struggle from Martian Manhunter’s single attack per turn. One way to remedy this is by playing him with units that have passive offensive powers; War Machine’s Auto Chain Gun, Bizarro’s Villainous Duty, and Giant-Man’s Giant Swat are some of the best options.
  • Martian Manhunter, with his move of 6, range of 3, and Flying, can also be effectively used as a first strike unit. The benefit of this strategy is that at the same time you can use Telepathic Directive to position the rest of your team; this technique works well when paired with units like Green Arrow, Deadshot, and Merlyn, who you can effectively position on height while your opponent is fighting Martian Manhunter. In addition, Martian Manhunter's Intangibility and range can pull your opponent towards your team while you're positioning them with Telepathic Directive, which can give you control over where the battle takes place.
  • Telepathic Directive has a unique interaction with powers that activate “before moving”, “when moving”, or “after moving”, such as Angel’s and Beast Boy’s (Pterodactyl) Carry, Black Tarantula’s Healer X, Beast’s and Solovar’s Negotiate, Meteorite’s Manipulation, Pyro’s Engulf 11, Archangel’s Razor Wing Slash, Prowler’s Glide 3, and Icicle’s Slick Ice Spray all activate when moved by Telepathic Directive.
  • Remember, Telepathic Directive does not provoke leaving engagement attacks, and this can combo well with units that prefer to stay out of engagement like Mentallo, units who want the enemy to engagement them like Beast Boy (Cheetah) with his Engagement Strike 13, or units that have powers that activate when they move out of engagement such as Human Torch’s (Johnny Storm) Flame On 4.
-Heroscapers Community Contributions-

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.


Last edited by Splash; August 5th, 2022 at 09:37 PM. Reason: png
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