Hey Guys! Just wanting to give you all a quick update on this builder. When I started out on this project, I set out with the intention of creating a cool little distraction from 2020 for myself. At the time, the only real way to quickly glance at cards was via mcpdb or trawling through the fb group/twitter to find the relevant card images and you couldn't really play around creating teams/come up with threat points outside of manual mathematics (and who wants to do that?). I wanted to create a place where new players could drop in and start playing with lists.
Since then, it became obvious that there was a desire for more and with the help of CarefulLlama (Thanks dude!) I pivoted the builder into being a tool for users to create lists to export into the TTS mod. I'm grateful for everyone who's used the tool and given feedback on it since then and late last year I had the opportunity to work on the character insights section with the TURN ZER0 Gaming guys. This was going to lead to an awesome new era for the tool where it would be focused on giving new - intermediate players a place to figure out the strength and weaknesses of their roster. Unfortunately, time is becoming increasingly difficult to find to keep up with development of this app and with the current economic climate, it's just not feasible for me to continue with the monthly outgoings on a project that is becoming increasingly obsolete. The builder will be online until the renewal runs out in around a month.
With a number of tools being released, I feel like the vision I had for MCPB will be better met by other groups in the community and I look forward to seeing what they bring!
I hope everyone can understand the reasons behind this decision and if you'd like to get in touch for whatever reason, please feel free to DM me on the Discord (NRG|GAMMAWAVEtv) of shoot me an email here: info@mcpbuilder.com. Alternatively, take a look at our A Song of Ice and Fire Content here!
Have a roster in mind and want to create teams around the different threat level brackets? NRG and TURN ZER0 GAMING presents The GAMMAWAVE | TV Crisis Protocol Team Builder, allowing you to take your roster and create different team combinations, gain insights into the characters and understand your (or your opponent's) squad's strengths and weaknesses.
With insight from top tournament players from TURN ZER0 GAMING, covering everything from key crises to playguides for each character, The GAMMAWAVE | TV Crisis Protocol Team Builder is the premiere tool in becoming a better Crisis Protocol Player.
For more Crisis Protocol Content, catch the action at TURN ZER0 GAMING's stream HERE and Northern Realms Gaming's stream here twitch.tv/northernrealmsgaming!
Your Squad selection above will populate the Deck below, giving you insights into how the characters you select may perform in-game.
Green text denotes key strengths of the chosen character, Amber text shows any notably average stats, while Red and Warning Boxes show any potential counters or weaknesses your character may have. In some cases, stats and powers may be highlighted with a * or ◊ - these indicate a relationship between multiple notes that may improve (or hinder!) their capabilities.
BW2 is blag and blah blah. She excels in staying out of range of enemy attacks with Stealth, activating late in a round and dropping a tonne of dice on an enemy. By activating her late in a round you can ensure you're within range to make use of [Interrogation], scoring you extra VPs just for being within R2 of a dazed enemy character. Doomed Prophecy can turn BW2's meh attack strength into something to fear - but beware, she doesn't have the best stamina so timing is key to ensure she's still around once you've popped the card.
- Stealth. BW2 can use stealth to grab objectives and sit in the back-field safely.
- Natural battery. BW2 can naturally gain power from her Pistol attack to pay for abilities and Tactics.
- Explosive attacks. BW2 is a prime target for Doomed Prophecy + All You've Got. She can attack with 8 dice per attack using those 2 Tactics.
- Low Damage outupt. Even with multiple attacks, she only rolls 4 base dice each attack. Without the assistance of Tactics, BW2 does not deal high damage consistently.
- No re-rolls. BW2 lives and dies by the initial die rolls.
- No defensive tools outside Stealth. Once the opponent gets into range, BW2 has no additional tools for survival.
Doomed Prophecy
All You Got
Oh God Why Is Hulk Picking Up Thor?
Shuri Fuck Off Please I'm Trying To Stand Here
M Mover while Normal, S Mover while Tiny
Has Poison, Stun on Successful Wounding on Spender
Can Choose to Change to Tiny after Attack on 0 Power attack while Normal Size
Must Change to Normal Size after Attack while Tiny
Has Stealth while Tiny
Has Place within R3 **0 Power** Super Power
Has Innate: Reroll any number of Defense or Dodge while Tiny
Cannot Hold Objective Tokens while Tiny
Average Base Defense vs. Physical
Below Average Base Defense vs. Energy
Average Base Defense vs. Mystical
Has Only Physical Attacks
Energy Attacks
High Physical Defense
Hard to Hold Objectives
Is Mobile
Weak Physical Defense
S Mover, L Base
Has Throw, S4 enemy + terrain
Has Enhanced Attack Dice Roll Superpower after move
Has Invulnerable
Has Bodyguard at R2
Stagger on Wild attack
Above Average Base Phsyical Defense
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Physical Attacks
Strong Energy Attack
Strong Mystic Attack
High Physical Defense
L Movers
Weak Physical Defense
L Mover, S Base
Leadership 1 power for 1 reroll (any dice)
Has Self Throw, [S]
Has Re-roll any attack dice Superpower
Has Blank to Success vs. Physical / Energy
Has 0 Power Guaranteed Push
Has Energy AOE Spender, with Wild Push
Above Average Base Defense vs. Energy
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only R2 Attacks
No Damage Mitigation Against Mystic
R3+ Attacks
Mystic Attacks
Weak Physical Defense
Weak Energy Defense
Low Stamina Enemies
S Movers
No Push Negation
L Mover, S Base
Low Threat Cost
Has Stealth, not targetable over R3
Has Counterstrike Superpower at R3
Has Martial Artist, Blanks as Success at R2 vs. Physical / Energy
Has 0 Power Energy Strike, with Power Remove Wild
Has Move S on Wild in Spender
Above Average Defense vs. Mystic
Average Base Defense vs. Physical
Weak Defense vs. Energy
Strong Physical Attacks
Energy Attacks
L Movers
Has Low Stamina
Ranged Attackers < R3
S Movers
Extract Crisis
Strong Physical Defence
Weak Physical Defense
M Mover, S Base
Leadership Reduce Power Cost by 1 on First Super Power
Has Guaranteed Throw, S2 Enemy Only on Spender
Has Blank to Success on Defense when Injured
Has +2 Dice on Defense against Physical & Energy Attacks Super Power
Has Bodyguard at R2
Has Push on Wild attack
Has Ricochet on Wild attack
Above Average Base Defense vs. Physical
Above Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Physical Attacks
Strong Mystic Attacks
Strong Physical Defense
Physical Attacks
Weak Physical Defense
S Mover, L Base
Has Throw, S2 enemy + terrain
Has +1 Power Per Wild when Defending against Energy Attacks
Has Binary Form, +2 Attack Dice until Next Activation
Has Flight, Immunity [Poison]
Stagger on Wild attack
Above Average Base Defense vs. Energy
Average Base Defense vs. Physical
Average Base Defense vs. Mystic
Strong Physical Attacks
Strong Mystic Attacks
Weak Energy Defense
Slow < R2 Characters
M Mover, M Base
Has Invulnerable
Has Blanks as Success Attack Dice Roll Super Power
Has R4 Double Activation, Priority Manipulation with Proxima Midnight
Has Flurry on Wild
Has Pierce on Wild
Has Guaranteed +1 Power on 0 Power Energy Attack
Has Guaranteed M Advance on Spender
Has Gem Bearer, Reality + Time
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Control via Pushes/Throws, Trickster, Power Tax
Strong Physical Attacks
Strong Energy Attacks
Strong Mystic Attacks
Focus Fire
Position Alteration
Power Tax
Trickster
Weak Physical Defense
Low Stamina
S Mover, S Base
Has Warp to R1 on Spender
Has +3 Attack Dice Roll Super Power
Has Invulnerable
Has S Move after Wound
Has Throw, S2 Enemy on Wild attack
Above Average Base Defense vs. Physical
Below Average Base Defense vs. Energy
Below Average Base Defense vs. Mystic
Energy Attacks
Mystic Attacks
L Movers
Weak Physical Defense
Pushers
Strong Physical Defence
Weak Physical Defense
M Mover, M Base
Has Throw, S3 enemy + terrain Super Power
Has +1 Power on Crit
Has Wild as 2 Success on 0 Power Attack
Has Pierce on Spender
Has Wall Crawler
Above Average Base Defense vs. Physical
Above Average Base Defense vs. Mystical
Average Base Defense vs. Energy
Strong Energy Attacks
Weak Physical Defense
Weak Energy Defense
Slow < R2 Characters
M Mover, S Base
Has Throw, S3 enemy + terrain
Has +3 Attack Dice Roll Superpower after Wounded on Attacker
Has Invulnerable
Has Bleed on Wild on 0 Power Attack
Has Stun+S3 S Push on Wild on Spender
Has S4 Throw on Wild, +1 Dice per Wound on 2nd Spender
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Below Average Defense vs. Mystic
Has Only Physical R2 Attacks
Strong Physical Attacks
Strong Energy Attacks
Mystic Attacks
Enemies Beyond R2
Weak Physical Defense
Low Stamina
M Mover, M Base
Leadership Allied Character spends 1 Power to select attack type. If Successful in wounding, target gains Hex
Has Heal Ally for up to 3 Wounds, within R2, Once per Turn Super Power
Has When this Character or Ally within R3 is attacked, spend 2 Power to add 2 defense dice Super Power
Has Innate: Eye of Agamotto, Can modify and Re-Roll Failures, may Re-Roll all attack or defense dice once per attack
Has Innate: Shield of Seraphim. Gain +1 Power if rolled at least one Block in any of this character's Dice Rolls
Has Flight
Has Gem Bearer [Soul, Time]
Above Average Base Defense vs. Energy
Above Average Base Defense vs. Mystic
Average Base Defense vs. Physical
No position alteration
Power Hungry
Is Adaptable
Is Disruptive
Set Plays
M Mover, M Base
Has Throw, S4 terrain
Strong Mystic Defense
*Has Mystic as Defense Superpower
Has Innate: Gain +2 Power at Power Up
Has Flight, Gem Bearer [Mind, Space]
Has 0 Power Gain for Defender on Spender
Has Throw, S2 Enemy on Wild on Spender
Has Advance S on Wild on 0 Power Attack
Excellent Defense vs. Mystic
*Weak Defense vs. Physical (When Under 2 Power)
*Weak Defense vs. Energy (When Under 2 Power)
Has Only Mystic Attacks
*Physical Attacks
*Energy Attacks
High Mystic Defense
High Damage Output
Mystic Attacks
Weak Mystical Defense
S Movers
L Mover, S Base
Has Self Throw
*Has 5 Dice on R2 Defense Rolls Superpower, Attacker gains 2 Wound if Gamora negates all damage
Has Innate: Change 1 Dice to Success for Each Wild
Has Guaranteed Bleed on 0 Power Attack
Has Pierce on Wild on Spender
Has Guaranteed 2nd Attack on Spender, against Another Enemy at R2
*Average Base Defense vs. Physical (When Under 2 Power)
*Average Base Defense vs. Energy (When Under 2 Power)
*Average Base Defense vs. Mystic (When Under 2 Power)
Has Only Physical Attacks
*Physical Attacks
*Energy Attacks
*Mystic Attacks
Pushers
Weak Physical Defense
Low Stamina
M Mover, L Base
Has Guaranteed Hex on 0 Power Attack
Has Incinerate on Successful Wounding on 1st Spender
Has Add +1 Dice per Enemy Power (up to 5), Power Sap for each Wound on 2nd Spender
Has L Move Super Power
Has 1 Wounder per Crit in Opponent Attack Roll on Ally Super Power
Has Innate: +1 Power Every Time Ally at R3 is Attacked
Average Base Defense vs. Physical
Above Average Base Defense vs. Energy
Abover Average Base Defense vs. Mystic
Has No Physical Attacks
Strong Physical Attacks
No Innate Damage Mitigation
Is a Battery
Weak Energy Defense
Weak Mystic Defense
Has a Power Sap
L Mover, S Base
Has +3 Dice if target Enemy have been Attacked this Activation on 1st 0 Power Attack
Has If Ghost-Spider has Advanced or Been Placed this Activation, Advance L after Attack is Resolved on 1st 0 Power Attack
Has Push on Wild, Guaranteed +1 Power on 2nd 0 Power Attack
Has Throw S, S3 Enemy, after Succesfully Wounding With This Attack on Spender
Has Enemy within R4, Push S Super Power
Has When Allied Character within R4 is attacked, Push them S towards Ghost Spider Super Power
Has Wall Crawler
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Physical Attacks
Strong Physical Defense
No Innate Damage Mitigation
Weak Physical Defense
Has Team Support in Movement Shenanigans
Has a R4 Push
S Mover, M Base
Leadership Spend 1 Power to Re-Roll 1 Opposing Defense Die during an Attack
Has Choice: Phys or Energy on 0 Power Attack
Has Bleed, Poison or Incinerate on Wild on 0 Power Attack
Has Poison and Incinerate on Successul Wounding on Spender
Has Move after Attack Super Power, Loses this when Injured
Has Pseudo-Throw, S3 Terrain within R2 of Enemy, when Enemy ends an Advance or is Placed within R4, Loses this when Injured
Has Self Throw M On Injured
Has Archnemesis: Peter Parker. May Modify or Re-Roll Failures against Peter Parker. Must Attack Peter Parker as First Action if within R3 of Non-Dazed Peter Parker
Has Flight
Has Above Average Stamina
Has Roll 5 Dice during Power Phase. For Every Crit, Wild or Hit, Gain 1 Power On Injured
Excellent Base Defense vs. Mystic On Injured
Above Average Base Defense vs. Physical On Healthy
Average Base Defense vs. Physical On Injured
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Physical Attacks
Cannot Hold or Interact with Objectives when Injured
Predictable vs Peter Parker
Strong Physical Defense
Weak Physical Defense
Peter Parker
S Mover, M Base
Has Guaranteed Throw M, Enemy, on Spender
Has Guaranteed Stagger on Spender
Has Heal 3 Superpower
Has Root on R3 Enemy
Has High Stamina
Above Average Base Defense vs. Physical
Average Base Defense vs. Mystic
Below Average Base Defense vs. Energy
Has Only Physical R2 Attacks
Energy Attacks
Strong Mystic Attacks
L Movers
Weak Physical Defense
Physical Attacks
Has Regen
M Mover, S Base
Has Teleport, R3 Super Power
Has Ignore LOS, Cover on Next Attack Super Power
Has Attack before Enemy Attack Super Power
*Has Energy or Physical Choice on 0 Power Attack (Declare Before Attack)
Has Gain Status [Bleed, Shock, Slow or Poison] on 0 Power Attack
Above Average Base Defense vs. Physical
Below Average Base Defense vs. Energy
Below Average Base Defense vs. Mystic
Energy Attacks
Mystic Attacks
High Damage Output
*Weak Physical Defense
*Weak Energy Defense
Terrain Dense Boards
Cover
S Movers
M Mover, M Base
Has Innate: +1 Souls When Other Character Dazed or KO'd
Has Innate: +1 Power at Power Up
Has Guaranteed Bleed When Discarding Soul
Has Bleed on Wild on 0 Power Attack
Has Explosive on Wild on Spender, deal 1 Wound to other R1 Characters of Defender
Has +1 Soul on Mystic Attack if attack deals damage
Has Negate KO if KO'd with 3 Souls, Remove Wounds and Souls
Above Average Base Defense vs. Physical
Above Average Base Defense vs. Energy
Above Average Base Defense vs. Mystical
Power Sappers
High Damage Output
Weak Physical Defense
Weak Mystic Defense
Low Stamina
Has Negate KO
S Mover, L Base
Has Throw, S4 enemy + terrain
Has Enhanced Attack Dice Roll, +1 Dice per 3 Wounds on Hulk
Has Teleport, R2 of Hulk
Has Innate: +2 Power at Power Up
Has Push on Wild on 0 Power Attack
Has B3 Energy Attack
Has Stagger on Wild on 2nd Spender
Has Throw on Wild on 2nd Spender
Has High Stamina
Has Immunity [Poison]
Average Base Defense vs. Mystic
Below Average Base Defense vs. Physical
Below Average Base Defense vs. Energy
Physical Attacks
Energy Attacks
Strong Mystic Attacks
Focus Fire
Weak Physical Defense
Low Stamina
Low Damage Output
M Mover, S Base
Has +2 Attack Dice Roll Superpower, 2 Power
Has Invulnerable
Has Flight
Has Push on Wild Energy attack
Has Ignore LOS, Cover on Spender
Has Explosive on Wild on Spender
Above Average Base Defense vs. Energy
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Strong Energy Attacks
Strong Mystic Attacks
Weak Physical Defense
Weak Energy Defense
Physical Attack
S Mover, L Base
Has Charge
Has May Use Defense instead of Hit Superpower, after Attack Dice roll
Has +2 Attack Dice against Enemy Attacked this turn
Has Gain Kill Count Token when Dazing/KOing enemy, +1 Re-Roll per Token
Has External VP Chance with 'Usurp the Throne' Tactic Card
Has Pierce on Wild on 0 Power Energy Attack
Has Teleport to R1 on Enemy Wounded on Spender
Has Stagger on Wild on Spender
Above Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Strong Energy Attacks
Strong Mystic Attacks
Focus Fire
Weak Physical Defense
Weak Energy Defense
Physical Attacks
High Threat Enemies
Move/Displacment
Throws/Collisions
Physical Attacks
M Mover, S Base
Has Guaranteed Slow on 0 Power Attack
Has B3 Energy on 0 Power Attack
Has Advance Enemy S, 1 Wound within R2 of Enemy on Double Wild on Spender
Has Add Blanks to Success on Defense Roll (Before Roll) Super Power
Has Advance S before Attack Super Power
Has Innate: Gain +1 Power at Power Up
Has Innate: Enemy must spend 1 Power to use Super Power at R4
Has Innate [Injured]: Enemy must spend 1 Power to use Super Power at R4, no additional rolls from Crits
Has Gem Bearer [Mind, Space]
Has Attacks of Each Type
Above Average Base Defense vs. Mystic
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Strong Physical Attacks
Strong Energy Attacks
Focus Fire
Strong 0 Power Attacks
Weak Energy Defense
Weak Mystic Defense
S Movers
< R2 Attackers
Power Hogs
Crit Rolls [Injured]
S Mover, L Base
Has Throw, S3 enemy + terrain
Has Spend X Power to Re-Roll X Superpower
Has Advance S Enemy at R3 Superpower
Has Innate: Attackers change Wild to Miss
Has Sap Power on Wild Mystic on 0 Power Attack
Has Free 2nd Attack on Other Enemy at R2 on Spender
Has Bleed on Wild on Spender
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Weak Defense vs. Physical
Has Significant Stamina Drop on Injured
Physical Attacks
Strong Energy Attacks
Strong Mystic Attacks
Focus fire
Throws
Throws
Position Alteration
Weak Mystical Defense
S Movers
> R3 Only Attackers
L Mover, S Base
Has Innate: Re-Roll Any against Enemies holding or Contesting and Objective
Has Innate: Re-Roll 1 Die in Defense Roll
Has Innate: Remove 1 Wound at Start of Activation
Has Immunity [Bleed, Poison, Stun]
Has Shock on Wild on 0 Power Attack
Has Guaranteed 1 Power on 2nd 0 Power Attack
Has Warp to R1 of Target on Spender
Has Stun on Wild on Spender
Has Low Threat Cost
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Below Average Base Defense vs. Mystic
Has Innate: Cannot Contest, Interact or Hold
Strong Physical Attacks
Strong Energy Attacks
Mystic Attacks
Focus fire
Objectives
Low Average Stamina
Weak Physical Defense
Weak Energy Defense
Objective Holders
Innate Regen
M Mover, S Base
Has Bodyguard at R2
Has Innate: Re-Roll 1 die in Attack and Defense
Has Martial Artist at R2
Has Pierce on Wild on Spender
Has Flurry on Wild on Spender
Has Guaranteed +1 Power on Energy 0 Power Attack
Has Low Threat Cost
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Below Average Stamina
Strong Physical Attacks
Strong Energy Attacks
Strong Mystic Attacks
Low Stamina
Weak Physical Defense
Weak Energy Defense
Has Bodyguard
L Mover, S Base
Has 5 Dice on R2 Defense Rolls Superpower, Attacker gains 2 Wound if Proxima negates all damage
Has Invulnerable
Has Double Activation with R4 Corvus Glaive
Has Pierce on Wild on 0 Power Attack
Has Warp to R1 on 2nd 0 Power Attack
Has Poison on Wild on 2nd 0 Power Attack
Has Bleed, Poison and Stun on Successful Wound on Target on Spender
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Strong Physical Attacks
Strong Energy Attacks
Strong Mystic Attacks
Focus Fire
Weak Physical Defense
Weak Energy Defense
Has Double Activation
M Mover, M Base
Leadership Gain +1 Power after Attack Actions
Has +3 Action Super Power +1 Wound per Failure
Has Move Self or Ally R2, within R4 Super Power
Has Deflect Attack to Ally at R2
Has Push S on Wild on 0 Power Attack
Has Sap Power on Wild on 1st Spender
Has Guaranteed Throw on 2nd Spender
Has Reality Warp on Wild, Characters within R1 of Target Gain Stun on 2nd Spender
Above Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Strong Energy Attacks
Strong Mystic Attacks
Focus Fire
Weak Energy Defense
Physical Attacks
Has Free Power Gain
M Mover, S Base
Has Booby Traps, Enemies ending Movement Within R3. Roll 4 Dice, Enemy suffers 1 Wound per Crit and Wild
Has Deflect Attack to Groot at R1 0 Cost Super Power
Has Innate: Small Stature, Always Benefit from Cover
Has Vortex on Wild, Enemies within R2 of Target Suffer 1 Wound and Pushed Toward Target S
Has Low Threat Cost
Average Base Defense vs. Mystic
Below Average Base Defense vs. Physical
Below Average Base Defense vs. Energy
Has Low Stamina
Has Only Energy Attacks
Physical Attacks
Energy Attacks
Strong Mystic Attacks
High Damage Output
High Energy Defense
Focus Fire
Weak Energy Defense
Has Traps
M Mover, M Base
Has Judgement, When Self or Ally is Damaged within R3, Attacker Gains Judgement Super Power
Has Last Stand Attack when Dazed or KO'd, Advance S and make Attack vs Attacker
Has Throw, S4 on Wild on 0 Power Attack
Has Push S, S4 on Wild on 1st Spender
Has Guaranteed Shockon 1st Spender
Has Guaranteed Stun, Stagger on 2nd Spender
Has Explosive on Wild on 2nd Spender
Has Gem Bearer [Power]
Has Immunity [Poison]
Above Average Base Defense vs. Energy
Above Average Base Defense vs. Mystical
Average Base Defense vs. Physical
Strong Physical Attacks
Focus Fire
Weak Energy Defense
Weak Attacker
Energy Attacks
Mystical Attacks
M Mover, S Base
Has Guaranteed R5 Push on 0 Power Attack
Has Max 1 Damage on 0 Power Attack
Has May Choose Defend instead of Hit after Attack Dice Roll Super Power
Has +1 Re-Roll for Ally within R4 Superpower
Has Innate: +1 Power per Failure Roll
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Energy Attacks
Strong Physical Attacks
Strong Energy Attacks
Strong Mystic Attacks
High Energy Defense
Push Negation
Weak Energy Defense
Secure Holders
S Movers
No Push Negation
L Mover, S Base
Has R3 Throw, S2 enemy + terrain
Has Push S, Enemy within R4
Has Innate: Re-Roll 2 Defense or Dodge dice against Physical & Energy Attacks
Has Wall Crawler
Has Guaranteed +1 Power on 2nd 0 Power Attack
Has Push on Wild on 2nd 0 Power Attack
Has Stun on Successful Wounding on Spender
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Strong Mystic Attacks
Strong Physical Defense
Push Negation
Weak Physical Defense
No Push Negation
M Mover, S Base
◊ Leadership Allies may Re-Roll 1 Defense Die. May also Modify and Re-Roll Failure Results when Holding or Contesting Objective Token
Has Throw, S3 enemy on Wild on 0 Power Attack
Has Force Enemy to Drop Objective on Spender
Has Warp R3 of Current Posittion then +2 Dice to Next 0 Power Attack Super Power
*Has Innate: Re-Roll 2 Defense or Dodge dice against Physical & Energy Attacks
Has Wall Crawler
Has Stealth
*Average Base Defense vs. Physical
*Average Base Defense vs. Energy
Average Base Defense vs. Mystic
◊ Strong Mystic Attacks
Low Base Dice 0 Power Attack
Objective Holders
Ranged Bullies
M Mover, S Base
Leadership Once Per Round, Discard Tactics card to gain 3 Winging It Tokens. Re-Roll 2 dice in any Roll, Discard 1 Token, Max 1 Per roll
Has Plucky Attitude, Re-Roll all Dice on No Hit/Defense rolls.
Has Flight
Has Gem Bearer [Power]
Has Bleed, Shock, Slow or Stun per Wild on Spender
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Energy Attacks
Strong Energy Defense
High Damage Output
Focus Fire
Weak Energy Defense
M Mover, M Base
Leadership [Healthy], 1 VP per Enemy KO
Leadership [Injured], Ally may suffer up to 3 Wounds. For each Wound, Re-Roll one Attack die. Attack ends if Attacking Charcter becomes Dazed or KO'd
Has Enhance Ally Attack Dice within R4, +2 if Attacker is Healthy, +4 if Attacker is Injured
Has Teleport Another Character R2, Within R4 [Only While Healthy]
Has Throw on Wild on 0 Power Attack
Has Optional 1 Re-Roll per Power Spent on Spender
Has Push, Slow on Wild on Spender
Has Innate: -1 Damage, No Minimum
Has Innate: Can use Gem Super Powers for No Power Cost
Has Immunity [Stun]
Has Gem Bearer [All Gems]
Has High Stamina
Above Average Base Defense vs. Mystic
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
High Threat Cost
Power Sappers
Focus Fire
Causes Low Activations
Is a Force Multiplier
No Movement Negation
M Mover, S Base
Leadership Start of Each Turn, Spend 1 Power to Remove 1 Damage or 1 Special Condition. Once Per Round Per Character
Has Charge, Stagger on Successful Wounding
Has Throw, S4 enemy, on Wild on 0 Power Attack
Has Guaranteed Shock on 1st Spender
Has A2 Energy Attack
Has Throw within R2, S4 enemy + terrain
Has Innate: +1 Power at Power Up
Has Flight
Above Average Base Defense vs. Physical
Above Average Base Defense vs. Energy
Average Base Defense vs. Mystic
High Threat Cost
Strong Mystic Attacks
Focus Fire
Weak Physical Defense
Weak Energy Defense
Low Stamina
M Mover, M Base
Has Roll 1 Extra Attack Die per Crit in Enemy Defense Roll Super Power (Declare Before Attack)
Has Throw within R3, S3 enemy + terrain
Can Choose Physical or Energy on Spender
Has +1 Success per Wild in Defense Rolls against Mystic
Has Flight
Has Immunity [Poison]
Above Average Base Defense vs. Physical
Excellent Base Defense vs. Mystic
Average Base Defense vs. Energy
Strong Energy Attacks
Mystic Attacks
Weak Physical Defense
M Mover, S Base
Has Throw S within R2, S2 enemy + terrain
Flurry on Wild on Spender
Has Charge
Has Change 1 Die to Hit for Each Crit and Wild in Attack Roll Super Power (Declare Before Attack)
Has Innate: +1 Power at Power Up
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Average Base Defense vs. Mystic
Has Only Physical Attacks
Has Only R2 Attacks
Enemies Not within R2
High Damage Output
Weak Physical Defense
Has Innate Power Gain
S Mover, M Base
Has Throw M within R2, S3 enemy + terrain
Has Push Enemy within R4 M Super Power
Has Counter Attack After Enemy Attack within R3
Has Innate: Defenders cannot modify Defense Dice against This Character's Attacks
Has Guaranteed Bleed on 0 Power Attack
Has Life Steal: 1 Wound per Damage on Spender
Has Wall Crawler
High Stamina
Above Average Base Defense vs. Physical
Average Base Defense vs. Mystic
Below Average Base Defense vs. Energy
Has Only Physical R3 Attacks
Energy Attacks
Strong Mystic Attacks
Weak Physical Defense
Attrition with Life Steal
M Mover, S Base
Has Throw M within R2, S3 enemy + terrain
Has 0 Cost +2 Power Generation Action Superpower
Has Sap Power, B4 on 0 Power Attack
Has Defender does not count Crits as Success, does not generate addition rolls from Crits on Spender
◊ Has Innate: Defensive States, Roll +3 when Defending against Physical & Push Negation or +3 when Defending Energy & Collision Negation
Has Flight
Has Immunity [Poison]
Above Average Base Defense vs. Mystical
*Below Average Base Defense vs. Physical (When in Wrong State + Below 2 Power)
*Below Average Base Defense vs. Energy (When in Wrong State + Below 2 Power)
*Physical Attacks
*Energy Attacks
Weak Energy Defense
Weak Physical Defense
Power Hogs
◊ Pushers
◊ Throws
Energy Attacks
Weak Energy Defense
M Mover, S Base
Has R1 Warp to Ally within R2
Has If Ally is Dazed or KO'd, Make 0 Power Attack Against Attacker Super Power
Has Rogue Agent: Counts as Affiliated Character during Squad Building
Has Re-Roll 1 Die in Attack or Defense rolls when Target is Within R1
Has Bleed on Wild 0 Power Attack
Has Guaranteed Push S, Immediate 2nd Attack on Spender
Average Base Defense vs. Physical
Average Base Defense vs. Energy
Below Average Base Defense vs. Mystic
Has Only Physical Attacks
Mystic Attacks
High Physical Defense
Weak Physical Defense