Top Ten Needed Changes in 2014: part 3 of 4

No. 6

Super Strength

 

Though it was helped a little by the added ability to set down objects as well as pick them up, Super Strength still suffers from the modern game’s scarcity of objects. Now, with ultra-light objects in the game, this power may have even less to work with. So Heroclixin’ proposes the following:

“SUPER STRENGTH: When this character moves due to its own action, it may either pick up an object or place an object it is holding. The object must be picked up from or placed in either a square the char acter occupies or an adjacent square. If this power is lost or countered while this character is holding an object, immediately place the object in the square this char acter occupies. As a power action, this character can make a close combat attack to destroy a wall or blocking terrain; place a standard light object in an adjacent square.”

 

No.5

Science Police Officer

So this 45-point cheapie can do this:

“TACTICAL DEPLOYMENT: When an opposing character within 8 squares is given a free action, if that character has been given a non-free action this turn, after actions resolve, deal that character 1 unavoidable damage.”

It’s overpowered, but this character’s SP is something the game’s needed for a little while now: An answer to free actions. The problem is that this SP is stackable if one runs multiple Sci-Cops. It’s like multi-targeting and hitting a bunch of Mystics TA enemies.

But without, y’know, actually having to make an attack roll. Or even attacking at all.

It’s a bit too much free damage on top of the board control caused by deterring free actions. So here’s Heroclixin’s rewrite:

“TACTICAL DEPLOYMENT: When an opposing character within 8 squares is given a free action, if that character has been given a non-free action this turn, after actions resolve, deal that character 1 unavoidable damage if it has not already taken damage from this effect this turn.

It’s free damage. One is enough.

 

No. 4

Incapacitate

Incap got a nice boost with the 2013 rules that addressed many of Heroclixin’s concerns with the expensive attack power. But Incap could still stand to improve by becoming a standard, non-silver-bullet answer to the game’s growing problem of free actions.

Heroclixin’s fix is essentially the same as in 2011. Add this line:

INCAPACITATE Give this character a close combat or ranged combat action to make an attack that deals no damage. If the attack hits, give the target an action token; if the target already has 2 action tokens, deal the target 1 penetrating damage. Hit targets can’t be given free actions until the beginning of your next turn.

And finally this power is worth every point, all the time, while free actions have a natural predator at last.

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Next: How to fix the top 3 busted figs/tactics in HeroClix.

 

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