Top Ten needed change #9: Outsiders Team Ability

Outsiders team ability reads: “Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team ability can’t be used by wild cards.”
There’s something about being an Outsider. (No, it’s got nothing to do with the S.E. Hinton-penned classic novel. (Which I have not read.)) Chiefly, the appearance of this team ability nearly always coincides with an overcosted, less-than-efficient dial.
That means the TA is probably pretty expensive, and with good reason. Outsiders TA can, with but a glance, essentially kill off all of the following:
  • Perplex
  • Close Combat Expert
  • Ranged Combat Expert
  • Energy Shield/Deflection
  • Combat Reflexes
  • Super Strength
  • SHIELD TA
  • Enhancement
  • and any number of Special Powers and Traits that cause modifications of stats.
 In fact, the Mutations & Monsters figure Danger showed us just how good a similar ability could be via her own uncounterable Special Power that nixes stat modifications automatically on sight. Because of that potential, Outsiders is limited in a couple of important ways:
  1. Unlike other budget-busters like Superman Enemy or Masters of Evil, it can’t be copied by wild cards.
  2. It’s only usable at the beginning of the turn.
 It’s that second part that really hinders Outsiders from being good. Unlike similarly powerful (and expensive) free-action abilities like Perplex or Outwit (or the not-so-pricey, non-action, but still powerful Probability Control), Outsiders is a lot harder to use well.
  • You can’t be taxied and then use it.
  • You can’t be TKed and then use it.
  • You can’t even move and then use it.
If you’re not where you want or need to be to use Outsiders on a target at turn’s start, you just can’t use it at all. Meanwhile, opponents have a large window of opportunity to cut off the Outsider’s line of fire, making it likely that the Outsider will NEVER get to use its expensive team ability to any degree.
Thus, the #9 most-needed change to HeroClix ought to be this rewrite to the Outsiders team ability:
As a free action, characters using the Outsiders team ability may choose a character (including itself) within 6 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team ability is uncopyable.
This way, it’s actually of actual use by characters other than Crisis Nightwing. Reining in the range should keep it from passively overwhelming the game.
Next post, I think I’ll dip once more into the vaults for another HULK edition of Token Totin.’ Then join me for the #8 Change Needed for Clixmas!

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