Chuh chuh changesOkay, in addition to the other mods I mentioned, I've added the following to my HeroClix House Rules:
POLYMORPH – Prerequisites – Character must be represented by more than one distinct power dial. At least one of these power dials must have the power Shape Change on it, OR, at least two different power dials representing this character must (1) show different movement types (boot, wing, dolphin) and/or (2) show different damage types (fist, giant).
COST: Pay the cost of the most expensive figure, then average the costs of all additional figures representing this character for this game. If only one additional figure is used, pay half that figure’s cost.
Place one figure representing this character in the starting area at the beginning of this game. Whenever the figure in the game has its dial turned in either direction, turn all off board figures representing this character the same number of clicks in the same direction (do not advance any figure past its starting click into KO slots). At any time during subsequent turns of the game, as a free action, player may switch one of the off-board figures representing the character for the figure in the game. Off-board figures may not be placed on the board if KO slots are showing on their dials.
WARP IN: Prerequisite -- Phasing/Teleport Cost: 25 points. This character is not placed on the board at the start of play in the normal starting area. Instead, this character's controller chooses any open square on the board during any turn after the first. Roll 1 d6. 1-2 Figure is placed on board in any open square. Give figure an action token, it may take no further action that turn. 3-4 Figure is placed on board in any open square. This is a free action, but figure may take no non-free actions for rest of turn. 5-6 Figure is placed on board in any open square. This is a free action, and figure may take any normal action for normal cost. Once this has been done, remove WARP IN from game. Only one instance of WARP IN may be played per character per game.
If character with WARP IN is a Transporter, or has the Passenger Feat Card, it may carry one other friendly figure with it into the game. This friendly figure also remains off the game board with WARP IN figure until they are both brought into the game simultaneously.
SACRIFICE PLAY: Prerequisite: Characters must have same Team Ability. COST: 5 points per character. Choose more than one character with same Team Ability. When two or more such characters are adjacent, and one of these characters is KOed, it instead remains on its final slot before being KOed. Choose an adjacent character also using this Feat Card and KO that character instead.
RESCUSCITATE/REVIVE: COST: 10 points Choose a character. When this character is KOed, do not award victory points. Place three action tokens on this character. Opponent who KOed this character may remove one action token at the start of his/her turn. When KOed character has no further action tokens, remove character from board and award victory points. While KOed character remains on board, it may be Healed or Regenerated as normal. Automatic Regeneration will not work while a figure is KOed. If character is Healed or Regenerated, reduce number of action tokens on it to 1.
I've also modified the Power Cosmic TA and my own redefinitions for Fortitude and Repulsor Shield. Power Cosmic now protects from ranged Outwit, but adjacent Outwitters can make an attack roll to counter a power. Fortitude and Repulsor Shield now reduce Exploit Weakness and Psychic Blast damage, respectively, to 1.
These last few changes will be made necessary when Supernova comes out and we have a at least two more Power Cosmic figures running around with Impervious or Invulnerability in the game. Given that Impervious reduces damage by 4 under my rules, and Invulnerability reduces it by 3, if I'd left the rules as they were, an Impervious Power Cosmic figure could take Fortitude and Repulsor Shield and then, basically, only figures capable of dishing out 5 damage could possibly hurt it. As it is, that's still true, but characters with penetrating powers will be able to get a click through if they hit, and if an Outwitter really wants to go stand adjacent to something that godlike and make an attack roll, there's a chance it could somehow get rid of a damage abatement power for a turn, too.