• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

C3G Synergy Archive

Legionnaire Synergies

Legionnaire Synergy Benefits Received:
  • Legionnaires may add 1 to their Defense numbers while adjacent to a Science Police figure you control, with Chameleon Boy's (190) This is Control special power.
  • Legionnaires may be activated with Cosmic Boy's (260) Legionnaire Leadership special power.
  • Legionnaires may add 4 to their defense dice with Triplicate Girl's (190) Multiple Defense special power.
  • Legionnaires may have their Attack and Defense numbers boosted by Mon-El's (390) Inspirational Valor special power.
  • Supergirl (Family) (330) may save a Legionnaire from destruction with her Krypton's Resolve special power.
  • Lightning Lad (II) (220) may activate 2 additional Legionnaires when you reveal an Order Marker on a Legionnaire thanks to his Legion Assault special power.
Legionnaire Synergy Benefits Offered:
  • Brianiac 5 (130) may use his 12th Level Intellect Strategies special power to manipulate 20-sided die rolls if there is a Legionnaire you control on the battlefield.
  • Mon-El (Superman Family) (350) adds 2 to his attack if a Legionnaire was destroyed this round.


Updated through Wave 42.
 
Last edited by a moderator:
Soldier Synergies

Soldier Synergy Benefits Received:
  • Soldiers may be moved by Donald Ferguson's (160) Soldier Cover Fire special power.
  • Jack Flag (190) can subtract from the Defense numbers of figures he is engaged with during a Unique Soldier Hero's turn.
  • Soldiers may take a turn after Sgt. Rock (175), and their attack and move can be boosted if Sgt. Rock is engaged.
  • Duke (200) may move Soldiers with his Joe Field Commander special power and may allow Soldiers to bond with anyone without Super Strength with his Coordinated Attacks special power.
  • Breaker (110) may bond with Soldiers with his Infantry Team Assault special power if they do not inflict a wound, offer turns to Soldiers after a Commander takes a turn with his Communications Officer special power, and all Soldiers are treated in clear sight of each other with his Military Communications special power.
  • Scarlett (140) can add to the defense number of Soldiers you control when she uses her Intelligence Officer special power.
  • Grunt (130) may bond with Soldiers with his Infantry Team Assault special power if they do not inflict a wound.
  • Snow Job (100) offers Soldiers an additional defense die when they are on an Ice or Snow space with his Arctic Commando special power.
Soldier Synergy Benefits Offered:
  • Unique Soldier Heroes may allow Bucky (60) to take a turn with his Super Soldier Scout special power.
  • A Unique Soldier Hero may allow Winter Soldier (Team-Up) (240) to take a turn with his Military Duo special power.
  • Unique Soldier Heroes may allow Guile (130) to add a die to his attack and defense with his Military Loyalty special power.
  • Soldiers may allow Squirrel Girl (160) to gain the class of Soldier in addition to her own, due to her Not Your Typical Superhero special power.
  • Soldiers may allow Prowl (270) to add or subtract from your initiative roll using his Military Coordinator special power.
  • Soldiers may be moved by Captain America's (Isaiah Bradley) (200) Into The Breach special power.


Updated through Wave 46.

[On Deck version]
 
Last edited by a moderator:
Human Soldier Synergies

Human Soldier Synergy Benefits Received:
  • Human Soldiers may add one die to their normal attack when attacking the figure chosen for Thaddeus Ross' (160) Priority Objective special power.
  • Human Soldiers may add one space to their move with Thaddeus Ross' (160) Military Discipline special power.
  • Junkyard (25) may choose a Human Soldier as his Master and bond with them.
Human Soldier Synergy Benefits Offered:
  • N/A


Updated through Wave 46.
 
Last edited by a moderator:
Okay, just because I think this sort of thing can easily go unnoticed, I'd just like to stop a minute and commend you for the great job you're doing here, Ronin. :)
 
I agree. I try to rep him but I apparently only interact and rep the same small handful of people on this site as I can never rep those I want to.
 
Okay, just because I think this sort of thing can easily go unnoticed, I'd just like to stop a minute and commend you for the great job you're doing here, Ronin. :)

Thanks! I'm chipping away at updating the Books and making new posts in here as needed; I'm about to wrap up the B units. I've still got a ways to go, but I've picked up some speed now that most of the major synergies are already collected here.

EDIT: And thanks to YK, too!
 
Current Special Powers that Interact Differently with Patriotic Figures:
Weaknesses:

Baron Zemo's (Heinrich) Masters of Evil

Patriotic Synergies

Patriotic Synergy Benefits Received:
  • N/A
Patriotic Synergy Benefits Offered:
  • Uncle Sam (240) may roll an additional attack and defense die for each other Patriotic figure you control, with his American Pride special power.


Updated through SSE 52.
 
I agree. I try to rep him but I apparently only interact and rep the same small handful of people on this site as I can never rep those I want to.

One of the perks I've discovered since becoming an admin...I'm no longer held to the same rep rules as you mere mortals...so I got him for both of us.
 
I agree. I try to rep him but I apparently only interact and rep the same small handful of people on this site as I can never rep those I want to.
Same here. I call that the "Curse of C3G".
You must spread some Reputation around before giving it to Tornado again.
You must spread some Reputation around before giving it to japes again.
You must spread some Reputation around before giving it to Yodaking again.
You must spread some Reputation around before giving it to Lazy Orang again.
You must spread some Reputation around before giving it to Viegon again.
You must spread some Reputation around before giving it to johnny139 again.
You must spread some Reputation around before giving it to Ronin again.
You must spread some Reputation around before giving it to Arkham again.

EDIT: Because of this, I stopped trying to +rep Bats and A3N years ago. Their rep is SOOOO high anyway.
 
Rogue Synergies

Rogue Synergy Benefits Received:
  • Unique Rogue Heroes may have a Micro-Bomb Marker placed on their Army Cards with Amanda Waller's (195) Suicide Squad special power.
  • Unique Rogue Heroes may be activated by Captain Cold's (I) (90) Cold Gun Special Attack.
  • When Rogues attack a figure within 6 clear sight spaces of The Top (185), the defending figure subtracts from its defense dice, due to The Top's Making the World Spin special power.
  • Rogues may be activated by Captain Cold's (II) (200) The Rogues special power.
  • When a Rogue is destroyed, Captain Cold (II) (200) may move any Order Markers from that card to another Rogue you control with his Rogue Contingency Plan special power.
  • Blacksmith (210) may bond with Rogues and offer them attack rerolls with her Rogue Roster Upgrades special power.
  • Rogues may be moved with Mirror Master's (Sam Scudder) (160) Through the Mirror World and Rogue Retreat special powers.
  • Rogues may have their 20-sided die rolls modified with Double Down's (115) Evening the Odds special power.
Rogue Synergy Benefits Offered:
  • A Rogue may be chosen to offer Golden Glider (110) bonding with her Rogue Duo special power.
  • Unique Rogue Heroes may allow Gorilla Grodd (Injustice League) (285) to start the game with an additional Injustice Marker due to his Secret Society of Super-Villains special power.
  • Unique Rogue Heroes may allow Reverse-Flash (Eobard Thawne) (295) to start the game with an additional Injustice Marker.


Updated through Wave 51.

[On Deck version]
 
Last edited by a moderator:
Kree Synergies

Kree Synergy Benefits Received:
  • Kree Heroes may be activated by Kree Scout's (40) Kree Hero Bonding special power.
  • Kree Heroes may be moved by Kree Scout's (40) Kree Tactical Teleportation special power.
  • Kree adjacent to Ronan (360) add 1 die to their attack and defense due to Ronan's Kree Tactician special power.
  • Common Kree may benefit from a range boost and attack rerolls with Kree Captain's (75) Kree Forward Officer and Coordinated Assault special powers.
  • Common Kree may be resurrected by Kree Colonel's (200) For The Empire! special power.
  • Kree may be moved, are considered in clear sight of each other, and may have Order Markers moved between then with Supreme Intelligence's (300) Supreme Intelligence and Kree Consciousness special powers.
Kree Synergy Benefits Offered:
  • Unique Kree Heroes may allow Kree Soldiers (30) to either move or attack with their Kree Invasion special power.


Updated through Wave 49.
 
Last edited by a moderator:
Ninja Synergies

Ninja Synergy Benefits Received:
  • Unique Ninja Heroes and Unique Ninja Squads may be activated by the Hand Ninja's (85) Ninja Assassin Bonding special power.
  • You may add or subtract 1 from your 20-sided die rolls for a Ninja you control, with Leonardo's (210) Ninja Focus 1 special power.
  • Ninja Heroes and Ninja Squads may be activated by Masahiro Arashi's (170) Yakuza Oyabun special power.
  • Ninja Heroes may add 1 to their Attack numbers with Masahiro Arashi's (170) Ruthless Command special power.
  • Ninja may be moved or wounded with Ra's al Ghul's (200) The Demon's Head special power.
  • Ninja squad figures may be moved by Hun's (175) Foot Clan Alliance special power.
  • Ninja may add to their Move with Karai's (185) Ninja Leadership special power.
  • Ninja Heroes may be activated by Casey Jones' (130) In Over His Head special power.
  • A chosen Ninja Hero may be protected by the Arashiyama Inner Guard's (100) Yakuza protection special power.
Ninja Synergy Benefits Offered:
  • Ninja may allow Hun (175) to attack an additional time, and add to his Attack number with his Purple Dragon Beatdown special power.


Updated through Wave 40.

[On Deck version]
 
Last edited by a moderator:
Ruler Synergies

Ruler Synergy Benefits Received:
  • A Unique Ruler Hero may be chosen for the Moloids' (10) Loyal to One Ruler special power.
Ruler Synergy Benefits Offered:


Updated through Wave 49.
 
Last edited by a moderator:
Small Enthusiastic Synergies

Small Enthusiastic Synergy Benefits Received:
  • Small Enthusiastic Heroes may be activated by Zero-G's (80) Pack Attack special power.
Small Enthusiastic Synergy Benefits Offered:


Updated through SSE 52.
 
Current Special Powers that Interact Differently with Small Figures:

Immunities:
Chameleon's Impersonate, Chameleon Boy's Impersonate, Lurker's Viral Infection, Mystique's (II) Impersonate, Roamer's Viral Infection, Walker's Viral Infection

Benefits:
Shocker's Shockwave Special Attack

Small Synergies

Small Synergy Benefits Received:
  • Small figures may be carried by Lightspeed’s (40) Small Carry special power.
  • Up to two small figures may be carried by Groot's (275) Branch Carry special power.
Small Synergy Benefits Offered:
  • N/A


Updated through SSE 54.
 
Last edited:
Do we have a list of small, huge, large figures anywhere.

Nevermind...found it. I looked this afternoon for a different reason and missed it.
 
Insect Synergies

Insect Synergy Benefits Received:
  • Common Insect Heroes may be activated by Ant-Man's (Eric O’Grady) (60) Insect Control 1 special power.
  • Common Insect Heroes may be activated by Ant-Man's (Scott Lang) (80) Insect Control 1 special power.
  • Common Insect Heroes may be activated by Ant-Man's (Hank Pym) (30) Insect Control 2 special power.
  • Common Insects can start on D'Vorah's (210) card and be activated by her or placed onto another Hero's card with her special powers.
Insect Synergy Benefits Offered:
  • N/A


Updated through Wave 53.
 
Last edited by a moderator:
Current Special Powers that Interact Differently with Superspeed:

Benefits:

Professor Zoom's Negative Speed Force Special Attack

Superspeed Synergies

Superspeed Synergy Benefits Received:
  • Figures with the Superspeed special power may add 1 to their Defense numbers with Flash's (Jay Garrick) (220) Inspiring Speedster special power.
  • Figures with the Superspeed special power may not have their Defense reduced and may not be prevented from moving with Max Mercury's (190) Zen Master of Speed special power.
  • Figures with the Superspeed special power may be moved when Iris West (70) is attacked, due to her Speed Beacon special power.
  • Metahumans with the Superspeed special power be healed by Caitlin Snow's (210) Team Flash Physician special power, and add 2 to the 20-sided die roll for that power.
  • Figures with the Superspeed special power may be activated by Flash's (Wally West) (Flash Family) (300) Flash Family special power.
  • Figures with the Superspeed special power may be moved by Flash's (Wally West) (Flash Family) (300) Flash Time special power.
  • Figures with the Superspeed special power may be chosen to be the Splitting Images' (50) Speedster.
  • Figures with the Superspeed special power may benefit from the Rogues Revolution Story Card (250).
  • Figures with the Superspeed special power may have their Attack number boosted by Johnny Quick's (Johnny Chambers) (170) All-Star Squadron Inspiration special power.
Superspeed Synergy Benefits Offered:
  • Metahumans with the Superspeed special power may allow Kid Flash (Wallace West) (140) to bond with them with his Metahuman Mentor special power.
  • Unique Heroes with the Superspeed special power may allow Reverse-Flash (Eobard Thawne) (295) to start the game with an additional Injustice Marker due to his Legion of Zoom special power.


Updated through SSE 92.

[On Deck version]
 
Last edited by a moderator:
Current Special Powers that Interact Differently with Simians:​
Immunities:​
Gorilla-Man's Curse of the Gorilla-Man

Simian Synergies

Simian Synergy Benefits Received:
  • Unique Simian Heroes may be activated by the Gorilla City Warriors' (125) Simian Hero Bonding special power.
  • Simians may add 1 to their Move and Defense numbers with Solovar's (260) Simian Inspiration special power.
Simian Synergy Benefits Offered:
  • N/A


Updated through SSE 52.
 
Archer Synergies

Archer Synergy Benefits Received:
  • Unique Archer Heroes may grant a bonus when Artemis (Artemis Crock) (120) rolls the 20-sided die for her Net Arrow special power.
Archer Synergy Benefits Offered:
  • Unique Archer Heroes allow Batman (Justice League) (250) to start the game with an additional Justice League Marker due to his The Brave and the Bold special power.
  • Unique Archer Heroes may allow Merlyn (160) to add to his Range with his Archer Rivalry special power.
  • Unique Archer Heroes may allow a figure with the Speed Shot special power to attack during their turns. Current figures with the Speed Shot special power.
  • A Unique Archer Hero may allow Hawkeye (Kate Bishop) (140) to attack with her Not Your Sidekick special power.
  • Unique Archer Heroes allow Green Arrow (Oliver Queen) (Justice League) (210) to start the game with an additional Justice League Marker due to his Arrows of Justice special power.
  • Unique Archer Heroes allow Black Canary (Justice League) (220) to start the game with an additional Justice League Marker due to her League Chairwoman special power.


Updated through Wave 41.
 
Last edited by a moderator:
Green Lantern Synergies

Green Lantern Synergy Benefits Received:Green Lantern Synergy Benefits Offered:


Updated through SSE 89.
 
Last edited by a moderator:
Officer Synergies

Officer Synergy Benefits Received:
  • Officer Heroes may add to their Move, Range, Attack and Defense numbers with Green Lantern's (Kilowog) (310) Green Lantern Leadership special power.
Officer Synergy Benefits Offered:


Updated through Wave 39.
 
Last edited by a moderator:
Thanagarian Synergies

Thanagarian Synergy Benefits Received:Thanagarian Synergy Benefits Offered:
  • A Thanagarian Hero may activate the Hawkmen of Thanagar (100) if that Hero fails to inflict a wound with an attack, due to their Birds of a Feather special power.


Updated through SSE 52.
 
Back
Top