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These are submitted Rule Additions sent in by other gamers!

Rule Additions (9/12/02)

By: John Januzik (aka skullram):

 

Action tokens: Instead of a force having a pool of action tokens (1/100 pts) for use each turn; now, each figure has one action token available for use by them alone at the beginning of each turn.  They can either use it for an attack, move, or pass action per the standard rules.  Pushing rules are the same, and you can only assign one action to one figure per turn.  Yes, the Avengers/Brotherhood ability is now useless, and youre probably thinking Hey!  What about Leadership!!  Well

 

Team Ability:  When you are creating your team, if you roll a 7 you can pick the ability of your choice from the table.  Wheee!!

 

Leadership:  The new campaign version of this power reflects the ability of a skilled leader to help coordinate the attacks or defense of his team.  A figure with this power has the ability to either: add 1 point to the attack value of each team mate who is adjacent to him if the leader is assigned an attack action during this turn OR add 1 point to the defense value of each team mate who is adjacent to him if the leader is assigned a move or pass action during this turn.  If the leader is given a move action, the defense bonus is given to any team mates who are adjacent to him after his move has completed, not before or during.  The leader using this power does not receive a bonus.  All bonuses given in this way last until the beginning of the players next turn.  If you have more than one figure with this power in the same force, you must pick which one is the leader for this scenario.  The other figure can only access this power if the 1st leader is KOed or captured.  If the 1st leader is revived or rescued (back in play) then the power reverts back to him.  There can be only one  leader, that is.

 

Random Scenario Generator:  Roll 2d6 and add 1 for every 10 points of Prestige your team has.

 

Roll                Result                                                                                  

2 to 3             All is quiet. Youd better get some practice in while you can. Everyone on your team does a training mission.

4 to 5             Crime Happens. You happen upon a crime in progress. Gather 50-100 pts of lackey level figures.  Their goal is to get the stolen goods, and make it to an exit area to escape.  Create 3 stolen goods tokens and use an inside map.  Place them around the map, but separate from each other.  The criminals get to pick their start area, and they start first. You win 2 prestige for stopping the robbery completely, or lose 1 prestige for each stolen good they get off the map.  They can leave through any start area on the map.

 

 

6                      Gang War. Rival gangs are fighting in the streets. Gather 100-200 pts of lackey level figs and split them into 2 gangs. Their goal is to kill members of the other gang. If a bystander or hero gets in the way they become a target until they move out of the line of fire. Use the street corner map with 1d6 bystanders in the middle. Each gang starts at an opposite end, and they get 2 turns each before you start. Bystanders and gangers die immediately if their dial clicks back to the starting point. You win 3 prestige if no one dies, or lose 1 prestige for each gang or bystander death.

7 to 8             Super Crime. Youve caught a super villain and his lackeys in the act. Its time for a whuppin. Create an evil team consisting of one good super villain and some lackey level figs with a point value at the same level as your team (round up to nearest 50 pt mark). Use any map for this one.  Make their goal either to steal 4 items (similar to Crime Happens inside map) or to destroy a large object that has 10-15 health (outside map).  Imagine its the power supply to the city or the town dam or something use your imagination.  You win 4 prestige for stopping the crime completely, or lose one for each stolen good or lose 4 if the object is destroyed.

9-11               Big Time Super Heroes. A Super villain team at your class level is up to no good.  Its time to show the world what you can do.  Create an evil team with a point value at the same level as your team (round up to nearest 50 pt mark). Use any scenario or map that you like. This might be a good evil team to use as part of a continuing storyline.  Maybe you could throw in an arch-enemy or two!

12+                 In Over Your Head. A super-villain team one class above yours is on a rampage, and all the other Super Hero teams are busy or out of town.  Create an evil team at the next 100 pt level above your team.  This is a battle royale.  They wont stop fighting until more than half of their point value has been KOed then theyll run away.  This scenario awards 1 prestige point for every enemy KOed or 6 if you KO the whole team whichever is higher.  If you have to run away, you only lose 2 prestige for the scenario.  Any other prestige points you gain are doubled.  Any other negative prestige points you get for this scenario are halved rounding down. The media is a little more understanding about this one.