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Thread: Feat list copied from HCREALMS

  1. #1
    Inactive Member unclelumpy's Avatar
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    Mercenary 25 points*
    Sets [img]redface.gif[/img] rigin
    Prerequisite: No Team Symbol
    Before the beginning of the game?s first turn, choose a team ability possessed by a friendly character. The friendly character cannot be a wild card, and cannot possess a team ability that cannot be used by wild cards or possess a team ability that is granted by a feat. The character can use the chosen team ability when adjacent to a friendly character with that team ability and a higher point value.
    *Minus 5 for each friendly character with the chosen team ability, minimum cost 10.
    Errata:
    ? The Mercenary must be adjacent to a character that possesses the team ability ? it is not enough for the Mercenary to be adjacent to a character using the team ability, like a Wildcard.
    ? In order to use the team ability, the Mercenary must begin its action adjacent to the higher point character.

    Movethrough 8 points
    Sets:Collateral Damage
    Prerequisite: Charge
    Choose a character. The character ignores other characters for movement purposes, but it must still break away as normal.
    Errata:

    Nanoarmor 6 Points
    Sets:2099
    Prerequisite: (Standard Damage)
    Choose a character The character ignores damage dealt by objects as well as all modifiers to damage dealt to or taken by this character due to objects.
    Errata:
    ? The damage dealt to a character when an object ?explodes? from Proximity Mines is not from an object and cannot be ignored by NanoArmor.
    ? The damage dealt from Laser Turret or Broken Drone is considered from an object and would be ignored.

    Nanobots 10 Points
    Sets:Armor Wars
    Prerequisite: Damage value of 2 or less
    Choose a character. When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage.
    Errata:

    Nova Blast 10 Points
    Sets:Fantastic Forces
    Prerequisites: Pulse wave.
    Choose a character. When the character uses PW, it's damage does not become 1 for the attack. Use that character's unmodified DV for the attack, regardless of how many clear lines of fire can be drawn. After resolving this action, the character takes 2 pushing damage that ignores Willpower and Team Abilities;remove this Nova Blast from the game.
    Errata:

    Passenger 5 points
    Sets:Mutant Mayhem
    Prerequisites: Leap/Climb or Phasing/Teleport
    Choose a character. When this character uses Leap/Climb or Phasing/Teleport, it may carry a single character. After this character resolves an action using Passenger, it takes 1 pushing damage that ignores Willpower and team abilities.
    Errata:

    Point Blank 4 points
    Sets:Justice League
    Prerequisites: Ranged Combat Expert
    Choose a character. Give the character a ranged combat action and modify its attack value by +1 if the target of the attack is 4 or fewer squares away.
    Errata:

    Pounce 15 points
    Sets:Mutant Mayhem, Origin
    Prerequisites: Leap/Climb and Damage Value of 1 or 2
    Choose a character. Give the character a power action. Move the character up to its speed value and make a close combat attack as a free action. After resolving the attack, the character takes 1 unavoidable damage.
    Modified Combat Values:
    Attack: +1 (Standard attack only)
    Damage: +1 (Standard damage only)
    Errata:
    ? If a character is adjacent to an opposing character, it must roll break away in order to Pounce.
    ? Objects cannot be picked up during a Pounce if the character?s damage value will increase above 2.
    ? If a character is carrying an object and its damage value will be more than 2, it no longer meets the prerequisites of this feat.

    Protected 8 points
    Sets:Armor Wars
    Choose a character. (Optional) If this character does not already have two tokens on it, damage dealt to this character as a result of a single action is ignored. Place a token on this character. If the character already has one token, placing a second token deals pushing damage normally. After the action is resolved, remove this feat from the game.
    Errata:

    Pummel 10 points
    Sets:Sinister
    Prerequisite: Combat Reflexes, Close Combat Expert or Super Senses
    Choose a character Once per turn, when the character has zero action tokens and is given a close combat action you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result.
    Errata:

    Repulsor 10 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Force Blast
    Choose a character. When the character succeeds at a ranged combat attack against a single target opposing character, after the action is resolved the target is knocked back.
    Modified Combat Value: -1 (standard attack)
    Errata:
    ? This feat does not have any effect on characters immune from knock back.

    Repulsor Shield 25 points
    Sets:Armor Wars
    Choose a character. The character ignores other characters? Force Blast, Psychic Blast and Ranged Combat Expert.
    Errata:

    Revenge 2 points/character on force
    Sets [img]biggrin.gif[/img] ays of Future Past
    Prerequisite:Battle Fury or Willpower
    Choose a character. When the character makes a close or ranged combat attack, modify its attack value by +1 for each friendly character with a higher point value that has been knocked out. After this feat is used, remove it from the game.
    Errata:

    Rip It Up 20 points
    Sets:Mutant Mayhem
    Prerequisites: Super Strength
    Before a target character begins a move as part of a move, power, or free action, give it a light object token from outside of the game.
    Errata:
    ? Special Object tokens cannot be given to a character when using Rip It Up.

    Running Start 5 points
    Sets:Collateral Damage
    Prerequisite: Plasticity or Stealth
    Choose a character. Do not halve the character's movement when it begins a move action in hindering terrain.
    Errata:

    Saboteur 20 points
    Sets:Armor Wars
    Prerequisites: Any non wildcard Team ability.
    Opposing figures with wild card team abilities may only copy the team ability of this character when copying team abilities. If this feat is assigned to two or more members of your force, this feat is canceled.
    Errata:
    ? Saboteur may be assigned to characters that have a team ability that normally cannot be copied.Opposing wild cards would then be able to use that team ability.

    Shake Off 10 points
    Sets:Fantastic Forces
    Prerequisites: Transporter or giant character.
    Choose a character. When the character successfully breaks away, it deals 1 damage to all adjacent opposing characters.
    Errata:
    ? A character that automatically breaks away deals no damage with the Shake Off feat (this includes when using Phasing/Teleport). A break away roll is required to use Shake Off.
    ? A character that automatically breaks away but has to roll for breakaway due to some other condition (like Construct) can deal damage with Shake Off.

    Shellhead 10 points
    Sets:Armor Wars
    Prerequisites: Impervious, Invulnerability or Toughness
    Choose a character. The ability modifiers for Shellhead apply only when the character has two action tokens placed upon it.
    Modified Combat Values:
    Defense:+2 (Standard defense)
    Errata:
    ? Shellhead cannot be assigned to colossal characters.

    Sidekick 10 Points
    Sets:Icons
    Choose two characters: The first character must have a point value at least twice that of the second character. The two characters must be adjacent in order to use this feat. Neither character may carry the other.
    (Optional) The second character uses the first character?s unmodified defense value instead of its own when it is attacked by an opposing character.
    Errata:
    ? The two characters assigned Sidekick may never carry one another.

    Siphon Power 20 Points
    Sets:IconsPrerequisites: Wildcard Team Ability
    Choose a character. This character has the following team ability instead of any team ability for team symbols printed on its base:
    Once at the beginning of each player?s turn, this character may choose and use on that turn any team ability that any figure on the battle map possesses. This team ability follows all other rules for the wild card team ability.
    Errata:
    ? A character with Siphon Power cannot use team abilities that wild cards cannot normally copy.
    ? If an opposing character is using the Saboteur feat card, the character with Siphon Power may only choose the team ability of the character with Saboteur. If the opposing character with Saboteur had a team ability that
    wild cards cannot normally copy, the character with Siphon Power will be able to use that team ability.
    ? A character with Siphon Power may not have the team ability it is using copied by wild card characters.
    ? Wild cards may not copy the rewritten team ability that Siphon Power grants.

    Slippery 15 Points
    Sets:Icons
    Prerequisites: Combat Reflexes, Defend, or Defense value greater than 17
    Choose a character. The character ignores other characters? Plasticity, and it fails to break away only on a result of 1.
    Errata:

    Sneak 5 points
    Sets:Supernova
    Prerequisite: Stealth or Super Senses
    Choose a character. When the character is given a move action, it is not required to end its movement when it becomes adjacent to an opposing character. Otherwise, it must break away normally
    Errata:

    Squadron Supreme 5points/Defender
    Sets:Supernova
    Prerequisite: Defenders TA
    All friendly characters with the Defenders team ability have the following team ability instead of the Defenders team ability:
    When at least two friendly members of this team are adjacent, their controller chooses one of them to gain the Mind Control power, if it does not already possess it. Once the choice is made, it can?t be changed until the chosen character loses Mind Control. This team ability is canceled at the end of an action in which the two team members are not adjacent.
    This team ability can?t be used by wild cards
    Errata:

    Stunning Blow 10 points
    Sets:Legacy, Avengers
    Prerequisites: Incapacitate
    When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
    Errata:

    Submerged 5 Points
    Sets:Icons
    Prerequisites: (Aquatic movement)
    Choose a character. (Optional) When the character occupies water terrain, lines of fire drawn to it are blocked.
    Errata:
    ? Water terrain is not hindering terrain. A character ignoring hindering terrain for Line of Fire purposes would not ignore Submerged.

    Sunder 3 Points
    Sets:Supernova
    Prerequisite: BCF
    Choose a character. When the character succeeds at a close combat attack targeting blocking terrain, a wall, or an object, it deals 3 damage.
    Errata:

    Swingline 10 Points
    Sets:Icons
    Prerequisite: (Boot speed)
    Choose a character. The character ignores hindering terrain for movement purposes. If the character succeeds at a ranged combat attack against a target opposing character with the wing symbol speed symbol, the target gains Earthbound until the beginning of its controller?s next turn.
    Modified Combat Values:
    Speed: +1 (Boot speed)
    Errata:

    Tactics 20 Points
    Sets:Supernova
    Prerequisite: Leadership and any Team Symbol
    Choose a character. When the character uses Leadership, on a result of 3?6 add an extra action to the other action granted by Leadership to your available actions for the turn. This extra action can be used only by a friendly character with the same team symbol as the character
    Errata:
    ? A roll of 3 would grant one action that must be used by a character with the same team symbol.
    ? A roll of 4-6 will grant two actions, one provided by Leadership and one provided by Tactics that can only be used by a friendly character that shares the same team symbol as the character with Tactics.
    ? If a force contains multiple characters with Leadership assigned multiple Tactics feat cards, the force may gain the extra action provided by the feat for each copy of the feat in play.

    Taunt 15 points
    Sets:Mutant Mayhem
    Prerequisites: Range value greater than 0
    Choose a character. Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has clear line of fire within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn.
    Modified Combat Values:
    Attack +1 (Standard attack only)
    Errata:
    ? The player that controls the character affected by Taunt chooses the character?s action and when that action is given during his turn.
    ? If the controlling player decides to move the character affected by Taunt, the character must use as much of its full movement as possible in an attempt to reach the figure that performed the Taunt action. Any additional movement may be used (such as with HSS or the transporter move & attack ability) by the character affected by Taunt after it has become adjacent to the character with Taunt.
    ? Any movement made must be towards the figure that performed the Taunt action, following the shortest possible path.
    ? If the figure that performed the taunt action is KOed before the character affected by Taunt can perform its action, the Taunt is ignored (as there is no valid target for the Taunted fig to move towards or attack).
    ? If the character affected by Taunt cannot perform a legal action then
    the Taunt is ignored.
    ? If the character affected by Taunt is given an action, it must be one that satisfies the conditions of Taunt (either moving towards or attacking the character with Taunt).
    ? If the character affected by Taunt can legally be given an action that satisfies the conditions of the Feat, it must be given that action, even if that action would only result in a movement of 0.
    ? Galactus can be affected by Taunt.

    Telekinetic Reach 12 points
    Sets:Avengers
    Prerequisites: Telekinesis
    The character may use option 2 and 3 of Telekinesis on objects within 6 squares of the character. For option 2, the object can be moved up to 10 squares, but must be placed in a target square within 10 squares of this character. For option 3, the attack can target an opposing character up to 4 squares away from the object, or a soaring character up to 2 squares away from the object. For both options, the character must have a clear line of fire to the object and the target. All other rules for Telekinesis apply normally.
    Errata:

    The Society Free
    Sets:Collateral Damage
    Prerequisite: Injustice League Team Ability
    All friendly characters with the Injustice League team symbol have the following team ability instead of the Injustice League team ability:
    When a character attempts to Outwit a power possessed by a member of this team, roll one six-sided die. On a result of 1-3, Outwit cannot be used by that character on this team member that turn.
    Errata:
    ? If a character attempts to use Outwit against a Society member and the Outwit fails due to a successful roll of the team ability, the Outwit can be used against a different opposing character.

    Thunderbolts 5 points/Avenger
    Sets:Fantastic Forces
    Prerequisites: Avengers TA
    All friendly characters with the Avengers TA have the following TA instead of the Avengers TA.
    After placing your force in the starting area choose any one TA other than a Wildcard TA or a TA that can't be copied by wildcard TAs. Members of this team gain the chosen TA instead of the Avengers TA, but their affiliation does not change.
    Errata:
    ? Characters assigned the Thunderbolts feat may not choose a team ability that is granted by a feat card when choosing a team ability.
    ? When a character with a wild card team ability uses the team ability of an Avenger with the Thunderbolts card, the wild card character uses the new team ability instead of the original Avengers team ability.
    ? Avengers characters using Thunderbolts may change their chosen team ability with each new round of a tournament.
    ? Thunderbolts and the Alpha Flight feat card may not be used together.
    ? The chosen team ability must be one that is currently legal for the type of tournament that is being played. For example, if the event is a restricted event and all characters with a specific team ability have been retired, then that team ability may not be chosen for Thunderbolts.

    Thundering Blow 20 points
    Sets:Supernova
    Prerequisites: (Fist attack) with 11 or higher attack
    Choose a character. After the resolution of a successful attack by the character that causes an opposing character to take 3 or more damage, the Damage Value of all friendly characters attacking that opposing character during that turn is modified by +1 until an attack against that opposing character is unsuccessful. If this feat is assigned to 2 or more characters on your force this feat is canceled.
    Errata:

    Thwart 15 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Outwit or Mastermind
    Choose a character. Give the character a power action. Place a thwart token on a target feat card assigned to a character that is 10 or fewer squares from the character and to which the character has a clear line of fire. The target feat is ignored until a character to which it is assigned is given a power action specifically to remove the thwart token.
    Errata:
    ? A card is considered ?assigned" if the character is (a) the character chosen for the ?choose a character? feats or (b) it meets the prerequisites of a feat that is not ?choose a character?
    ? When a power action is given to remove a thwart token, the feat will only return after the power action has completed.

    Toxic Burst 10 Points
    Sets:Supernova
    Prerequisite: Poison
    Choose a character. For purposes of resolving its Poison power, the character is adjacent to opposing characters up to two squares away to which it has a clear line of fire. After dealing damage with Poison using Toxic Burst, the character is dealt 1 unavoidable damage.
    Errata:
    ? Characters choosing to use Toxic Burst must be able to draw a line of fire to each character. Stealth and team abilities that duplicate the effects of Stealth affect line of fire normally, even if adjacent to the character using Toxic Burst.
    ? Toxic Burst does not give the character a ?Range of 2?. Adjacency still requires figures to be at the same elevation.

    Triage 10 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Support
    Choose a character. When the character succeeds at the attack roll for Support, the resulting healing can be divided among the target and any other friendly characters (none of which may be adjacent to an opposing character) to which the character is adjacent and that the attack roll would hit (ignore all combat value modifiers). The target must be healed of at least 1 damage.
    Errata:

    Trick Shot 20 points
    Sets:Mutant Mayhem, Legacy
    Prerequisites: Plasticity or Ranged Combat Expert
    Choose a character. When making an attack from a square that is not adjacent to an opposing character, this character ignores Stealth and team abilities that duplicate the effects of Stealth and it ignores characters and hindering terrain for line of fire purposes.
    Errata:

    Unstoppable 5 Points
    Sets:Fantastic Forces, Icons, Justice League
    Prerequisites: Super Strength
    Choose a character. The Character ignores the effects of hindering terrain for movement purposes. Once when given a move action, the character can make a close combat attack targeting blocking terrain or a wall as a free action. If the attack succeeds, the character can continue the rest of its movement, if any, after making the attack.
    Errata:

    Vault 3 Points
    Sets:Sinister
    Prerequisite: Combat Reflexes or Leap/Climb
    Choose a character. After a character resolves a close combat action, it may be placed in any square in which it may legally be placed adjacent to a target of the action at the same elevation as the target.
    Errata:

    Vendetta 6 Points
    Sets:Sinister
    Prerequisite: Character must have a colored archenemy base
    Choose a character. Before the beginning of the first turn, if the character?s archenemy is not an opposing figure, choose a target opposing figure with point value greater than the character?s point value. The target is the character?s archenemy and the character is the target?s archenemy. The character gets +1 to its attack value when making a close or ranged combat attack against the target.
    Errata:

    Whirlwind 6 Points
    Sets:Supernova
    Prerequisite: Force Blast
    Choose a character. When the character uses Force Blast, the result of the six-sided die roll can be split among multiple target adjacent opposing characters. The targets are otherwise affected normally by Force Blast
    Errata:

  2. #2
    Inactive Member unclelumpy's Avatar
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    Feats:

    Alpha Flight Free
    Sets:Armor Wars
    Prerequisite: Avengers Team Ability.
    All friendly characters with the Avengers team ability have the following team ability instead of the Avengers team ability:
    At any time during the game, choose an opposing team or character as your target. Once the character or team is chosen, it may not be changed. An Alpha Flight team member increases its attack value by 1 when attacking the chosen team or character.
    Errata:

    Ambush 5 points
    Sets:Collateral Damage
    Prerequisite: Stealth
    Choose a character. The character gets +2 to its attack value when it makes a close combat attack while occupying hindering terrain. After the attack resolves, the character's Stealth is countered until the beginning of your next turn.
    Errata:

    AND STAY DOWN! 6 points
    Sets:B.R.P.D.
    Prerequisite: Exploit Weakness or Super Strength
    Choose a character. When this character is not using an object as part of a close combat attack,an attack roll result of 11 or 12 is a critical hit.
    Errata:

    Armor Piercing 10 points
    Sets:Armor Wars, Legacy
    Choose a character. Damage dealt by the character may not be reduced below 1.
    Errata:

    Automatic Regeneration 12 points
    Sets:Mutant Mayhem
    Prerequisites: Regeneration
    Choose a character. Once, at the beginning of your turn, this character uses Regeneration as a free action.
    Errata:

    Brilliant Tactician 20 points
    Sets:Fantastic Forces, Icons, Justice League
    Prerequisite: Outwit and Perplex
    Choose a character. Outwit does not need to show in the character's stat slot in order for the character to use this feat. When the character uses Perplex, the character can affect every target friendly character that shares a team symbol or keyword with it. The character must have a clear line of fire to each target.
    Errata:
    ? When affecting friendly characters with Brilliant Tactician, different combat values may be modified per each character affected.

    Call to Arms 10 points
    Sets:2099
    Prerequisite: Mastermind or Support
    Choose a character. Give the character a power action. Make an attack roll (as though making a close combat attack) against an adjacent target friendly character that has one or more action tokens and that is not adjacent to an opposing character. Ignore all modifiers for the purpose of the attack. If the attack succeeds, remove all actions tokens from the target and deal the target 1 unavoidable damage.
    Errata:

    Camouflage 8 points
    Sets:Sinister
    Prerequisite: Shape Change
    Choose a character. When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked
    Errata:
    ? A character against the edge of elevated terrain (a building) does not gain the benefits from Camouflage, as elevated terrain is not blocking terrain or a wall. In order for Camouflage to work, the character would also need to be adjacent to blocking terrain or a wall.

    Compel 15 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Mind Control
    Choose a character. When the character uses Mind Control, it can target a single friendly character that has already been given an action this turn. If the attack succeeds, after the action is resolved deal 1 unavoidable damage to the target .
    Errata:
    ? The figure that is the target of the mind control must have taken a tokenable action this turn in order for it to be a target. Free actions would not qualify.
    ? A character with multiple targets cannot target any opposing figures when attempting to Compel a friendly figure. It may only target a single friendly character.

    Construct 14 points
    Sets:Green Lantern Corps
    Prerequisite: Barrier
    Choose a character. Any opposing character adjacent to a barrier marker placed by the character that attempts to move (or would be moved by a power, ability, or effect possessed by another character) must attempt to break away. The effect of this feat ignores powers, abilities, and effects that allow a character to break away automatically.
    Errata:
    ? Any opposing character adjacent to the Barrier needs to roll a break away if it is moving or being moved away from the Barrier.
    ? Only characters that are being given an action that involves movement are given action tokens. Characters that are adjacent to the Barrier and are being moved without being given an action (such as being carried, moved with Telekinesis, etc.) are not given an action token for making the break away roll.

    Contingency Plan 12 points
    Sets:Justice League
    Prerequisite: Leadership or Mastermind
    Choose a character. If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given an action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed. When the character loses Leadership or Mastermind, remove all contingency tokens from this card.
    Errata:

    Coordination 6 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Any Team Symbol
    Choose a character. Lines of fire to and from the character are not blocked by characters with the same team symbol.
    Errata:
    ? This feat is not optional.

    Damage Shield 10 points
    Sets:Legacy
    Prerequisite: Close Combat Expert, Combat Reflexes, Energy Shield/Deflection, Flurry, Hypersonic Speed, Impervious, Invulnerability, or Poison
    Choose a character. When the character is the target of a successful close combat attack, the attacker is dealt 1 damage after the attack resolves.
    Errata:
    ? Damage from Damage Shield is not an attack, and therefore will not trigger the effects of attacks such as the Mystics team ability or the Super Senses power.
    ? The prerequisite ability must be showing on the dial at the time of the attack in order to use Damage Shield.

    Darkness Within 15 points
    Sets:Icons
    Choose a character. (Optional) Once per turn before this character makes an attack, deal 1 pushing damage to a single target friendly character adjacent to the character; this is not an attack: The character gets +1 to its damage value for that attack. The friendly target does not receive an action token for this pushing damage.
    Errata:
    ? The pushing damage is dealt to the adjacent friendly character after the action is declared but before the attack is made.

    Disintegrate 7 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Close Combat Expert, Exploit Weakness, or Poison
    When the character is given a close combat action, before making the close combat attack, remove from the game an object adjacent to the character or an object carried by a character adjacent to the character.
    Errata:

    Dissent 18 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Outwit
    When the character uses Outwit, it may choose to counter a team ability possessed by a single target opposing character as if that team ability were a power, instead of countering a power.
    Errata:
    ? If a team ability possessed by a target character is outwitted, any wild cards that were using the target character?s team ability can immediately no longer use the team ability.

    Divebomb 10 points
    Sets:Icons
    Prerequisite: (Wing Speed)
    Choose a character. When soaring, the character may make close combat attacks against grounded characters.
    Modified Combat Values:-2 (Standard attack)
    Errata:

    Double-Time 5 points
    Sets:Fantastic Forces
    Prerequisites: Transporter or (foot speed)
    Choose a character. When the character is not adjacent to an opposing character and is given a move action it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move if the character is not a transporter, deal it 1 pushing damage that ignores willpower and team abilities
    Errata:

    Drag 5 points
    Sets:Legion of Super Heroes
    Prerequisites : (Wing Speed)
    Choose a character. Give the character a power action when it is adjacent to a target opposing character. If the character successfully breaks away, move the character up to half its speed value and then place the target in an unoccupied square adjacent to the character. If the target is not a flying character and occupied a square of elevated terrain, and then was placed in a square of grounded terrain, deal it 2 damage after being placed.
    Errata:

    Endurance 5 points
    Sets:Justice League
    Prerequisite: (Standard Attack) and (Standard Damage)
    Choose a character. When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given a non-free action, after the action resolves, roll a d6. On a result of 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card.
    Errata:
    ? One endurance token is placed on the card for each pushing damage dealt to the character.

    Entangle 8 points
    Sets:Sinister
    Prerequisite: Plasticity
    Choose a character. Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack. On a result of 1 or 2, the opposing character may not attack the character. It is not given an action token, but it cannot be given another action or make another attack that turn.
    Errata:

    Entrench 5 points
    Sets [img]redface.gif[/img] rigin
    Prerequisite: Defend or Enhancement
    Choose a character. Friendly characters adjacent to the character ignore knock back and critical hits.
    Errata:

    Extended Range 10 points
    Sets:Armor Wars
    Prerequisites: Range greater than 0 but less than 9.
    Choose a character. Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target.
    Errata:

    Fantastic Four Free
    Sets:Fantastic Forces
    Prerequisite: Fantastic Four team ability
    All friendly characters with the FF TA have the following TA instead:
    Any member of this team may replace its defense value with the unmodified defense value of any other member.
    Errata:

    Fastball Special 12 points
    Sets:Mutant Mayhem
    Prerequisites: Chosen characters must have the same team ability printed on their bases; see feat text.
    Choose two characters; if one of them is KOd before this feat is used, remove the feat from the game. Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character must be a character without Flight, have Toughness and may not have a damage value higher than 3. The first character makes a ranged combat attack against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which the first character has clear line of fire. If the attack succeeds, the second character deals the damage. Remove the Fastball Special from the game after the attack resolves.
    Modified Combat Values:
    Attack :+2 (Standard Attack only)
    Damage: +1 / (Standard and Giant figures only)
    Errata:
    ? A figure that is carrying an object cannot be ?thrown? as part of the Fastball Special.

    Flashbang 5 points
    Sets:Collateral Damage
    Prerequisite: Smoke Cloud
    Choose a character. (optional) When the character is given a move action, move it up to half its speed value. It may use Smoke Cloud as a free action either before or after the move action.
    Errata:

    Force Field 10 points
    Sets:Fantastic Forces
    Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis.
    Choose a character without a power that reduces damage. The character gains toughness.
    Errata:
    ? The character that meets the prerequisites and is assigned the feat is the one that gains Toughness.
    ? The Toughness that Force Field grants cannot be used to meet the prerequisite for another feat when the force is constructed.

    Fortitude 25 points
    Sets:Legacy, Avengers
    The character ignores other characters' Exploit Weakness. Outwit can't be used by other characters to counter the character's powers.
    Errata:

    Green Lantern Corps Free
    Sets:Justice League
    Prerequisite: Green Lantern Team Symbol
    All characters with the Green Lantern Corps team ability have the follow team ability instead of the Green Lantern team ability:
    When a character with this team ability makes an attack against a target character, you can modify the character's attack value by +1 for each friendly character with the (Green Lantern) team symbol that has attacked the target this turn.
    Errata:

    Haymaker 10 points
    Sets:Mutant Mayhem
    Choose a character. Give this character a close combat action targeting a single opposing character. After resolving this action, this character takes 1 pushing damage that ignores Willpower and team abilities.
    Modified Combat Values:
    Attack: -1 (Standard attack only)
    Damage: +2 / (Standard and Giant figures only)
    Errata:

    Heightened Reflexes 10 points
    Sets:Sinister
    Prerequisite: Combat Reflexes or Energy Shield/Deflection
    Choose a character. When a character is hit by an attack using Charge, Hypersonic Speed, Running Shot or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack.
    Errata:

    Hold the Line 4 points
    Sets:B.R.P.D.
    Prerequisite: (Standard attack), (Standard damage) and Leadership or Super Strength.
    Choose a character. Give the character a Power Action to make a close combat attack against an opposing character. If the attack succeeds, you may modify the characters attack value by -2 and make a close combat attack against a different opposing character as a free action.
    Modified Combat Values:
    Damage: -1 (Standard damage)
    Errata:

    Homing Device 8 points
    Sets:Armor Wars
    Choose a character. When this character hits an opposing character with a close combat attack, lines of fire drawn to that opposing character until the end of your turn are not affected by hindering terrain.
    Modified Combat Values:
    Damage: -1 (Standard Damage)
    Errata:

    In contact with Oracle 10 points/character chosen (min 2)
    Sets:Legacy
    Choose two or more characters; Oracle may not be chosen. Chosen characters are Agents. As long as it is not the target of Mind Control, when an Agent is given an action you may choose to give one of its combat values +1 until the beginning of your next turn. If Oracle is on your force, you may remove her from the battlefield at the beginning of the game and place her on this card. At the beginning of any of your turns, you may assign a power action to any Agent with zero or one action token and turn Oracle?s dial to any click. The Agent given the action may use any power showing on Oracle?s dial until any Agent with zero or one action token is given a power action to turn Oracle?s dial. If your last Agent is KO?d while Oracle is on this card, Oracle is also KO?d.
    Errata:
    ? If Oracle is removed from the battlefield and placed on the In Contact With Oracle feat card her team ability cannot be copied by figures with wildcard team abilities.
    ? Free actions may not be used to give an Agent the +1 to its combat values.
    ? The +1 to combat values that Agents gain is applied immediately when the action is given.
    ? When an Agent already has a power showing on its dial that Oracle has, it may not be granted that same power from Oracle.
    ? Oracle grants the Agent the power that is showing on her dial. The power that the Agent has been granted can be countered. If the Agent is KOd, the effects of the power are lost.
    ? If Oracle is placed on the feat card and she survives the battle, the controlling player receives victory points for her.

    Indomitable 5 points
    Sets:Sinister
    Prerequisite: Battle Fury or Willpower
    Choose a character. When the character is the target of an Incapacitate or a Mind Control attack, it gets +2 to its defense value.
    Errata:

    Inspiring Command 15 points
    Sets:Collateral Damage
    Prerequisite: Leadership or Mastermind
    Choose a character. Characters with the same team symbol as the character and a lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or the end of an action.
    Errata:
    ? Inspiring Command may only be used to prevent the push damage that occurs from placing a second token on a character. It may not be used to prevent the push damage that is given as a result of using powers, abilities, or feats.

    Knockdown 5 points
    Sets:Sinister
    Prerequisite: Incapacitate
    Choose a character. Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack.
    Errata:

    Large Object 3points/100 of game
    Sets:Legacy
    Prerequisites: Super Strength or Telekinesis
    When any character you control uses an object as a weapon, you may reduce the damage increase provided by the object, to a minimum of 1. The character gets +1 to its attack value for that attack each 1 damage reduced.
    Errata:

    Lazarus Pit 20 points/10 if assigned to RA?s al Ghul
    Sets:Legacy
    Choose a character. When the character is KO?d, remove it from the battlefield, place it on this card on its first KO click, and then place a Special marker on the square where it was KO?d. At the beginning of each player?s turn, you may either heal the character of 1 damage or return it to the battlefield on the square with the Special marker. If you return the character to the battlefield, remove this Lazarus Pit from the game; roll one six-sided die at the beginning of each of your turns. On a result of 5 or 6, remove the Special marker from the battlefield. As long as the Special marker is on the battlefield, the character gains Battle Fury, Toughness, and Willpower; it may not use any of its other powers or its team ability. When the time expires, or if all other members of the character?s force are KO?d while the character is on this card, the character is KO?d The character award victory points each time it is KO?d.
    Errata:
    ? Until the character that has Lazarus Pit assigned to it is returned to the
    battlefield, no other character may be placed in the square with the Special marker.
    ? As long as the Special marker is on the battlefield, the character that
    had Lazarus Pit assigned to it cannot use any other Feat cards it may also have assigned to it.
    ? Lazarus Pit may not be assigned to colossal characters.
    ? When a double-based character assigned the Lazarus Pit Feat Card is KOd, place a Special marker in each of the two squares that the character occupied when it was KOd.

    Legionnaires Free
    Sets:Justice League
    Prerequisite: Legion of Super Heroes Team Symbol
    All characters with the Legion of Super Heroes team ability have the following team ability instead of the Legion of Super Heroes team ability:
    Whenever the character with the highest point value and the (Legion of Super Heroes) team symbol on your force is eliminated, remove one action token from all characters on your force with this team ability, as applicable, and then remove the eliminated character from the game.
    Errata:

    Life Model Decoy 12 points
    Sets:Armor Wars
    Choose a character. This character may not be healed. Damage dealt to this character is reduced by 1 if it is not reduced by any other effect.
    Errata:

    Look up in the Sky! 9 points
    Sets:Collateral Damage
    Prerequisite: (Wing speed)
    Choose a character. When this character is given a move action modify its speed value by +2 until the action is resolved. A character assigned this feat cannot carry other characters and automatically breaks away from other soaring characters.
    Errata:

    Lucky Break 5 points
    Sets [img]biggrin.gif[/img] anger Room
    Prerequisites: or (Boot or Dolphin movement)
    Choose a character.When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll only once per attack roll. If you use this feat, remove this card from the game after the attack resolves.
    Errata:
    ? If Lucky Break is used, the player using it cannot use Probability Control on the re-rolled die roll that resulted from Lucky Break. An opposing player may use Probability Control on that rerolled die roll. Only that single rerolled die would be re-rolled again with Probability Control.

    Mental Shields 15 points
    Sets:Supernova
    Prerequisite: Mind Control or Willpower
    Choose a character. The character is not affected by other characters? Mind Control. When the character uses Mind Control, it can target only a single opposing character; the character takes no damage due to the point value of the target
    Errata:

  3. #3
    HB Forum Owner taskmaster's Avatar
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    Nice! Big-ups to Lumpy!

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