2015 - 2016 Marvel Wizkid Exclusives

2015 - 2016 Marvel Wizkid Exclusives

Postby JoePanc » Mon Aug 22, 2022 11:01 pm

2015 WizKids Exclusives
M-G004 Supreme Intelligence
[E]OMNI-WAVE PROJECTOR:
When Supreme Intelligence makes a range attack, he may target characters regardless of range and line of fire unless there is an opposing character of 100 points or more adjacent to him. When Supreme Intelligence targets a character with an attack, if that character isn't within range and line of fire, his maximum damage value is 3.

M-026 Ghost Rider
[E]CLENCHED FIST OF GOD:
Pulse Wave with a range of 8. When Ghost Rider uses it, if she targets more than one character, hit characters with 2 action tokens are dealt 2 damage instead of 1.

M-027 Loki
[E]TO FIGHT ANOTHER DAY:
Regeneration. When Loki uses it, he can reroll the result once.

M-028 Doctor Strange
[E]DARK BLUE SPECIAL POWER
– Characters have a maximum speed value of 3.

2016 WizKids Exclusives
All Punisher Van Weapons
[E]SINGLE-USE
: When the equipped character activates a game effect granted by this equipment, after resolutions immediately KO this equipped item.

MP16-s102 Frag Grenade
[E]EFFECT:
Energy Explosion, but can only have one original target. When this character uses it, it has a range value of 5 that can’t be replaced or modified and characters adjacent to the original target are dealt 1 damage instead of 2. SINGLE-USE.

MP16-s103 Flash Bomb
[E]EFFECT:
Incapacitate. When this character uses it, it has a range value of 5 that can’t be replaced or modified and when it hits, give each character adjacent to the target an action token. SINGLE-USE.

MP16-s104 Molotov Cocktail
[E]EFFECT:
Energy Explosion, but can only have one original target. When this character uses it, it has a range value of 5 that can’t be replaced or modified and characters adjacent to the original target dealt 1 damage instead of 2. After resolutions, you may attach a Fire marker to the hit target, removing it from anywhere else. The Fire marker remains even if this power is lost. At the beginning of a character's turn that has the Fire marker, deal that character damage equal to the number of action tokens on them or remove the Fire marker if it had no action tokens. SINGLE-USE.

MP16-s105 Handgun
[E]EFFECT:
RANGE: Make a range attack with a range of 6 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 2 damage instead of normal damage. SINGLE-USE.

MP16-s106 Semi-Automatic
[E]EFFECT:
RANGE: Make a range attack with a range of 6 that can’t be replaced or modified, targeting up to two opposing characters. If targeting two characters, they must be adjacent to each other. Hit characters are dealt 3 damage instead of normal damage. SINGLE-USE.

MP16-s108 Sniper Rifle
[E]EFFECT:
RANGE: Precision Strike. Make a range attack with a range of 10 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 2 damage instead of normal damage. SINGLE-USE.

MP16-s109 Flamethrower
[E]EFFECT:
RANGE: Make a range attack with a range of 4 that can’t be replaced or modified, targeting up to three opposing characters. If targeting more than one character, they must be adjacent to at least one other target. Hit characters are dealt 3 damage instead of normal damage. After resolutions, you may attach a Fire marker to each hit target, removing it from anywhere else. The Fire marker remains even if this power is lost. At the beginning of a character's turn that has the Fire marker, deal that character damage equal to the number of action tokens on them or remove the Fire marker if it had no action tokens. SINGLE-USE.

MP16-s110 Rocket Launcher
[E]EFFECT:
RANGE: Make a range attack with a range of 8 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 4 damage instead of normal damage. After resolutions, deal 3 damage to each character adjacent to the hit target. SINGLE-USE.

MP16-s111 Gatling Gun
[E]EFFECT:
RANGE: This action, this character has a range of 8 that can’t be replaced or modified. Make a range attack targeting a single opposing character. After the attack resolves, you may immediately make another range attack targeting another character that is adjacent to the last targeted character but was not already targeted this action. You may repeat this any number of times. Hit characters are dealt 3 damage instead of normal damage. SINGLE-USE.

MP16-s112 BFG
[E]EFFECT:
RANGE: Make a range attack with a range of 8 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 3 penetrating damage instead of normal damage. SINGLE-USE.

Monthly Organized Play
M15-001 Cable
[E]BODYSLIDE:
Running Shot. Phasing/Teleport. Cable may use Phasing/Teleport as a DOUBLE POWER action and, if he does so, he can instead move up to 12 squares, can use Enhancement this turn, and, after resolutions, can make a range attack.

M15-005 White Queen
[E]SECONDARY MUTATION:
When this power appears, stop turning the dial. White Queen can't be healed past this click for the rest of the game, can’t be damaged except by pushing and unavoidable damage, and can’t be chosen for Mastermind. At the end of each player’s turn, if there are no friendly characters named Cuckoo on the map, deal her 1 unavoidable damage. Protected: Outwit, Pulse Wave.

M15-006 Scarlet Witch
[E]HEX MAGIC:
Once per turn, after an attack roll has been determined, Scarlet Witch may give the attacker up to 3 Hex Magic tokens if the attacker is within range. A character may not be given Hex Magic tokens if they would have more than 3 Hex Magic tokens on their card. For each token she gives the attacker, reduce the attack total by 1. Opposing characters may be given a free action to remove a Hex Magic token and modify any friendly character’s attack value by +1 this turn.

M15-010 Dormammu
[E]PURIFICATION BY FIRE:
POWER: Precision Strike that may target more than one character. Choose a square within range and line of fire. Make a range attack targeting all characters occupying or adjacent to the chosen square.

M16-001 Doctor Octopus
[E]THE ARMS OF THE OCTOPUS:
At the beginning of your turn, give Doctor Octopus 2 Tentacle Pair tokens (maximum 2). // Modify defense +1 for every Tentacle Pair token. POWER: Remove 1 or 2 Tentacle Pair Tokens. Until your next turn, Doctor Octopus: can use Giant Reach:2, can use Flurry as FREE for each Tentacle Pair token you removed, and when he attacks, he deals his printed damage value instead of normal damage.

M16-003 Mysterio
[E]AH...BUT THAT WAS JUST AN ILLUSION:
Mastermind, but can only choose his Mysterio Illusion bystanders.

M16-011 Shang-Chi
[E]TO FIGHT IS TO THRIVE:
Precision Strike. POWER: Make a close attack. During this action, each time Shang-Chi hits and the attack resolves, he may make an additional close attack against the same target, modifying his attack -1 for each previous hit. Each attack deals 1 damage instead of normal damage.

Source Link: https://win.wizkids.com/bb/viewtopic.ph ... f21#p31697
JoePanc
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