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TEAM MODULE

Total Point: 267

Themed: NO

SET DESCRIZIONE POINTS QTA TOT


WKD-024 - Animal Man 75 1 75

AOU008 - Tigra 60 1 60

TT019 - Beast Boy 77 1 77

WF030 - The Wizard 50 1 50

WKMVID-100 - Tigra 5 1 5

Special Powers: WKD-024 Animal Man

(Special) One with the Animal Kingdom:


At the beginning of your turn, give Animal Man a free action and choose a standard power from the character card of a character
on your sideline with the Animal keyword and 200 points or less. Animal Man can use that power until you choose again.
(Damage) Survival of the Fittest:
Animal Man can use Exploit Weakness, but only to target characters not on their first click.

Special Powers: AOU008 Tigra

(Improved) Cats Like to Perch:


Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain
(Speed) Feline Agility:
Tigra can use Charge and Sidestep.

Special Powers: TT019 Beast Boy

(Special) In the Blood:


Beast Boy can use Shape Change. Beast Boy can use Probability Control, but only during your turn.
(Attack) Octopus:
Give Beast Boy a double power action. He can make four close combat attacks, each as a free action.
(Damage) Animal of Any Size:
At the beginning of your turn Beast Boy may choose one, Wing symbol, Dolphin symbol, Tiny symbol, Giant symbol. Beast Boy
now has that combat symbol until your next turn.

Special Powers: WF030 The Wizard

(Special) POOF!:
The Wizard can use Shape Change. When he uses Shape Change and succeeds, you may place him within 4 squares and in the
square he previously occupied immediately place a Tiger bystander.
(Speed) Illusions Hide Your True Surroundings:
When The Wizard is occupying hindering terrain or adjacent to blocking terrain, The Wizard can't be targeted by non-adjacent
opposing characters.

Special Powers: WKMVID-100 Tigra


Real Name: Greer Nelson

Inspiration: Automatically breaks away. Modify speed value by +1.

Setup - At the beginning of the game, choose a character on your sideline with a name or real name matching this ID Card and
turn it to a starting line. This character is called an ID Character. You can't have more ID characters on your force than you have
characters placed on the map at the beginning of the game. This card is Unique.

Call in Help - At the beginning of your turn, you may activate one ID Card per force. To activate an ID Card, choose a friendly
character that has no action tokens and is equal to or more points than the ID Character's starting line. Give the chosen character a
power action, place the ID Character adjacent to it, and then remove this ID Card from the game and your opponent scores it. The
ID Character can't be carried, given double power actions, replaced, or assigned resources. The ID Character returns to your
sideline immediately: (a) at the beginning of your next turn, (b) if it's not within 5 squares of the chosen character, or (c) if it is
removed from the map by another game effect.

Inspire - When a character friendly to an ID Character is in an adjacent square, they can use that ID Character's Inspiration.

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