Kyrremann

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Feb 14th, 2014
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  1. ALL-STAR SQUADRON\nKeyword(s): All-Star Squadron\nCost:
  2. 2\nCharacters using this team ability modify their attack value by +1
  3. when making
  4. a close combat attack against a character at least twice
  5. its point
  6. value.
  7. ALPHA FLIGHT\nKeyword(s): Alpha Flight\nCost: 4\nOnce during
  8. each game, choose any team ability or opposing character.
  9. Each
  10. friendly character using this team ability modifies its attack
  11. value
  12. by +1 when attacking the chosen character or a character
  13. possessing
  14. the chosen team ability.
  15. AMAZON\nKeyword(s): Amazon\nCost: 4\nWhenever a character using
  16. this team ability takes 2 or more damage from an
  17. opponent\'s attack,
  18. put a Sisterhood token on this card. Before being
  19. given a non-free
  20. action, a friendly character using this team ability
  21. may remove any
  22. number of Sisterhood tokens from this card. Modify
  23. that character\'s
  24. speed, attack, or range value by +1 for each token
  25. removed until that
  26. action is resolved.
  27. ANIMAL\n
  28. Keyword(s): Animal\n
  29. Cost: 4\n
  30. At the beginning of your turn, roll a d6. On a result of 5-6 all friendly characters using this team ability ignore Shape Change and Stealth this turn.
  31. ANNIHILATORS\nKeyword(s): Annihilators\nCost: 4\n
  32. When a character using this team ability KO\'s an opposing character of a higher point value with an attack, remove an action token from each friendly character using this team ability that\'s less points than the KO\'d character.
  33. ARKHAM ASYLUM\n
  34. Keyword(s): Arkham Asylum\n
  35. Cost: 4
  36. At the beginning of your turn, roll a d6 for all friendly characters using this team ability. Those characters can use the indicated power until your next turn. Uncopyable.
  37. 1–2 Plasticity
  38. 3–4 Leap/Climb
  39. 5–6 Phasing/Teleport
  40. ASGARDIAN\n
  41. Keyword(s): Asgardian\n
  42. Cost: 5\n
  43. A character using this team ability can\'t have its Willpower or Indomitable countered. A character using this team ability can use Willpower on its first click.
  44. ATLANTIS\nKeyword(s): Atlantis\nCost: 2\nWhenever a character
  45. using this team ability occupies water terrain, modify
  46. its defense
  47. value by +1 against ranged combat attacks.
  48. AVENGERS (HEROIC AGE)\n
  49. Keyword(s): Avengers\n
  50. Cost: 2\n
  51. When a character using this team ability is given a move action, after actions resolve roll a d6 that can’t be rerolled. On a roll of 6, remove an action token from that character.
  52. AVENGERS RESPONSE UNIT\n
  53. Keyword(s): Avengers\n
  54. Cost: 3\n
  55. When one or more characters using this team ability is adjacent to a friendly character making a close combat attack, modify the characters attack value by +1.
  56. BATMAN FAMILY\n
  57. Keyword(s): Batman Family\n
  58. Cost: 4\n
  59. Characters using this team ability within 8 squares of a friendly
  60. character named "Batman" or "Bruce Wayne" can use Willpower.
  61. When not within 8 squares of a friendly character named
  62. "Batman" or "Bruce Wayne", characters using this team ability
  63. modify their speed and range values by +1.
  64. BATMAN INC\n
  65. Keyword(s): Batman Inc\n
  66. Cost: 3\n
  67. At the beginning of the game, choose an opposing character for all
  68. characters using this team ability. While any character using this
  69. team ability is on the map, whenever the sum of all modifiers
  70. applied to that opposing character\'s combat values is greater than
  71. +1, the sum of all modifiers is instead +1.
  72. BIRDS OF PREY\n
  73. Keyword(s): Birds of Prey\n
  74. Cost: 1\n
  75. Once per turn, one friendly character using this team ability can
  76. use Support as a free action. When it does, it may only target a
  77. character with whom it shares a keyword and it subtracts 3 from
  78. the d6 roll instead of 2.
  79. BLACK LANTERN CORPS\n
  80. Cost: 1\n
  81. Keyword(s): Black Lantern Corps\n
  82. When a character using this
  83. team ability uses Regeneration, its minimum result is 1.\n
  84. Uncopyable
  85. CHECKMATE\nKeyword(s): Checkmate\nCost: 6\nMinion: Kings and
  86. Queens and Bishops. When another friendly character using
  87. this team
  88. ability and with a point value greater than 50 is within 8
  89. squares,
  90. this character can be given a power action to use Perplex if
  91. it can\'t
  92. already use Perplex.
  93. DARK AVENGERS\nKeyword(s): Dark Avengers\nCost: 4\nWhenever an
  94. opposing character takes damage from an attack by a character
  95. using
  96. this team ability, modify that opposing character\'s defense
  97. value by
  98. -1 until the end of the turn. Each opposing character can\'t
  99. have this
  100. modifier applied more than once per turn.
  101. DEFENDERS\n
  102. Keyword(s): Defenders\n
  103. Cost: 4\n
  104. Characters using this team ability may replace their attack value
  105. with the unmodified attack value of an adjacent friendly character
  106. using this team ability.
  107. ELDERS OF THE UNIVERSE\n
  108. Keyword(s):Elders of the Universe\n
  109. Cost: 5\n
  110. Opposing characters can’t attempt a relic roll while at least two friendly characters can use this team ability.
  111. FANTASTIC FORCE\nKeyword(s): Fantastic Four\nCost: 5\nCharacters
  112. using this team ability may replace their defense value with the
  113. unmodified defense value of an adjacent friendly character using this
  114. team ability.
  115. FEARSOME FIVE\n
  116. Keyword(s): Fearsome Five\n
  117. Cost: 3\n
  118. Characters using this team ability can use Mastermind, but may
  119. only transfer damage to friendly characters using this team ability.
  120. Uncopyable.
  121. FF\n
  122. Keyword(s): Fantastic Four\n
  123. Cost: 3\n
  124. When a character using this team ability KO’s an opposing character, that character may heal any character using this team ability of 1 damage.
  125. FLASHPOINT\n
  126. Keyword(s): Flashpoint\n
  127. Cost: 4\n
  128. Once per game per character using this team ability, it may use Probability Control during an adjacent friendly character\'s attack. When they do, you may reroll only one die and keep the other. Uncopyable.
  129. GCPD\n
  130. Keyword(s): Gotham City and Police (both keywords)\n
  131. Cost: 2\n
  132. At the beginning of your turn, characters using this team ability
  133. that have no action tokens may be given a move action as a free
  134. action, with a speed value of 4.
  135. GEN13\n
  136. Keyword(s): Gen13\n
  137. At the beginning of the game, choose a keyword for all characters
  138. using this team ability. All opposing characters with that keyword
  139. modify their attack value by -1 when a character using this team
  140. ability is targeted.
  141. GREAT LAKES AVENGERS\nKeyword(s): Great Lakes Avengers\nCost: 3\n
  142. During an attack made by a character using this team ability,
  143. opposing characters cannot use Probability Control unless a
  144. friendly character has already used Probability Control during
  145. this attack. Uncopyable.
  146. GREEN LANTERN HONOR GUARD\nKeyword(s): Green Lantern
  147. Corps\nCost: 5\nWhenever a character using this team ability attacks,
  148. modify their attack
  149. value by +1 for each other friendly character that
  150. attacked the same
  151. target this turn while using this team ability.
  152. GUARDIANS OF THE GALAXY\nKeyword(s): Guardians of the
  153. Galaxy\nCost: 4\nPowers possessed by characters using this team
  154. ability can\'t be countered.
  155. This team ability can\'t be used by wild
  156. cards.
  157. THE HAND\n
  158. Keyword(s): The Hand\n
  159. Cost: 7\n
  160. When it is not your turn, lines of fire to a character using this team ability are blocked if this character is adjacent to a wall or blocking terrain.
  161. HELLIONS\nKeyword(s): Hellions\nCost: 5\nWhen a friendly
  162. character using this team ability is KO\'d during an
  163. opponent\'s turn,
  164. remove an action token from another friendly
  165. character with higher
  166. point value that\'s using this team ability.
  167. HEROES FOR HIRE\n
  168. Keyword(s): Heroes for Hire\n
  169. Cost: 8\n
  170. At the beginning of the game, place a number of HIRED tokens on
  171. this card equal to the number of characters using this team ability.
  172. Once per turn, you may remove a HIRED token from this card and
  173. give a character using this team ability one action as a free action.
  174. Uncopyable.
  175. HORSEMEN OF APOCALYPSE\nKeyword(s): Horsemen of
  176. Apocalypse\nCost: 1\nAs long as you control exactly 4 characters
  177. using this team ability,
  178. modify this character\'s attack value by +1.
  179. Uncopyable.
  180. HOWLING COMMANDOS\n
  181. Keyword(s): Howling Commandos\n
  182. Cost: 3\n
  183. Friendly characters can use Support if they can\'t already, but only to target a character using this team ability that took 2 or more damage from a single opponent’s attack since your last turn.
  184. HULKBUSTERS\n
  185. Keyword(s): Hulkbusters\n
  186. Cost: 2\n
  187. When there are more friendly characters using this team ability on the map than the total number of opposing characters, and a character using this team ability targets an opposing character with a higher point value, modify that opposing character\'s defense value by -1 for this attack.
  188. HULKED-OUT HEROES\n
  189. Keyword(s): Hulked-Out Heroes\n
  190. Cost: 5\n
  191. Characters using this team ability can use Super Strength if they are not on click #1. Uncopyable.
  192. HYDRA DEEP SCIENCE DIVISION\n
  193. Cost: 3\n
  194. Keyword(s): HYDRA\n
  195. When an opposing character uses Outwit, Perplex, or Probability
  196. Control, modify its range value by -1 for each friendly character
  197. using this team ability. Reduce the minimum range value by the
  198. same amount, but no lower than 1.
  199. INFINITY WATCH\n
  200. Keyword(s): Infinity Watch\n
  201. Cost: 2\n
  202. When a character using this team ability rolls for a relic with the #relic# set symbol, it succeeds on a roll of 3-6. Uncopyable.
  203. INHUMANS\n
  204. Keyword(s): Inhumans\n
  205. Cost: 4\n
  206. Characters using this team ability may use the Carry ability, but only to carry characters that can also use this team ability, and may carry those characters regardless of their combat symbols. Uncopyable.
  207. INTELLIGENCIA\n
  208. Keyword(s): Intelligencia \n
  209. Cost: 3 \n
  210. If no friendly character is affected by an opponent\'s Outwit and/or Perplex, friendly characters that can use Outwit and/or Perplex and all characters using this team ability modify their range values by +2.
  211. JUSTICE LEAGUE\n
  212. Keyword(s): Justice League\n
  213. Cost: 1\n
  214. A character using this team ability modifies its defense value by +1
  215. when attacked by a character possessing
  216. #flight#, #sharpshooter#, #indomitable#, or #giant# combat symbols.
  217. JUSTICE LEAGUE (SILVER AGE)\n
  218. Keyword(s): JLA, Justice League, Justice League of America \n
  219. Cost: 4 \n
  220. Once during each game, choose any team ability or opposing character. Each friendly character using this team ability modifies its attack value by +1 when attacking the chosen character or a character possessing the chosen team ability.
  221. JUSTICE LEAGUE: GENERATION LOST\n
  222. Keyword(s): Justice League International\n
  223. Cost: 3\n
  224. At the beginning of the game, choose an opposing character for all
  225. characters using this team ability. Characters using this team
  226. ability ignore hindering terrain when drawing a line of fire to that
  227. character.
  228. JUSTICE LEAGUE: NEW 52\n
  229. Keyword(s): Justice League\n
  230. Cost: 3\n
  231. When a character using this team ability is adjacent to a friendly character using Leadership, add 1 to the result of the die rill, maximum 6, if not already modified by this effect.
  232. JUSTICE LEAGUE DARK\n
  233. Keyword(s): Justice League\n
  234. Cost: 2\n
  235. When a character using this team ability is adjacent to a friendly character using this team ability, opposing characters modify their range values by -2 if not already modified by this effect. Uncopyable.
  236. JUSTICE LEAGUE INTERNATIONAL\n
  237. Keyword(s): Justice League Antarctica, Justice League Europe, or Justice League International\n
  238. Cost: 3\n
  239. Whenever a character using this team ability
  240. would be dealt damage, you can
  241. choose to reduce damage dealt by 1 if
  242. you deal 1 unavoidable damage
  243. to a friendly character using this team
  244. ability that is adjacent to
  245. this character. (This can only be used
  246. once per damage dealt)
  247. KRYPTONIAN\n
  248. Keyword(s): Kryptonian \n
  249. Cost: 2 \n
  250. When characters using this team ability occupy the highest level of clear, outdoor terrain and is not adjacent to blocking or hindering terrain, modify their attack values by +1.
  251. LEAGUE OF ASSASSINS\n
  252. Keyword(s): League of Assassins\n
  253. Cost: 7\n
  254. When it is not your turn, lines of fire to a character using this team ability are blocked
  255. if this
  256. character is adjacent to a wall or blocking terrain.
  257. LEGION LOST\n
  258. Keyword(s): Legion of Super Heroes, Legion of Super Villains \n
  259. Cost: 4 \n
  260. Once at the beginning of the game, if no character on your force possesses a team ability that isn\'t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card team ability, or a team ability that can\'t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can\'t already.
  261. LEGION OF MONSTERS\n
  262. Keyword(s): Legion of Monsters\n
  263. Cost: 5\n
  264. Characters using this team ability can use Plasticity unless
  265. adjacent to an opposing character with the Legion of Monsters or
  266. Monster keyword.
  267. LEGIONNAIRES\n
  268. Keyword(s): Legion of Super Heroes\n
  269. Cost: 2\n
  270. Whenever the friendly character with the highest point value
  271. that\'s using
  272. this team ability is KO\'d, remove one action token from
  273. each other
  274. friendly character using this team ability.
  275. MARVEL KNIGHTS\n
  276. Keyword(s): Marvel Knights \n
  277. Cost: 10 \n
  278. Characters using this team ability can use Stealth.
  279. MAXIMUM CARNAGE\n
  280. Keyword(s): Maximum Carnage\n
  281. Cost: 4\n
  282. When a single opposing character takes damage from an attack by
  283. a character using this team ability, after actions resolve, choose
  284. another opposing character adjacent to the first. That other
  285. character is dealt damage equal to the amount of damage taken.
  286. Uncopyable.
  287. MIDNIGHT SONS\n
  288. Keyword(s): Midnight Sons\n
  289. Cost: 4\n
  290. Characters using this team ability can use Stealth on their starting
  291. click. If that character can already use Stealth on their starting click, lines of fire may not be drawn to that character by opposing
  292. characters while on that click.
  293. THE MIGHTY\n
  294. Keyword(s): The Mighty\n
  295. Cost: 1\n
  296. When a character using this team ability hits an opposing character and the attack roll is double,
  297. place 1 Mighty token on this card for each 100 points of game\'s build total. Before any attack roll
  298. , you may remove one Mighty token from this card and modify the attacking character\'s attack value
  299. by -1 for this attack.\n\n
  300. A character using this team ability modifies their attack value by +1 when attacking a character
  301. using The Worthy additional team ability or posessing The Worthy keyword.
  302. MIGHTY AVENGERS\n
  303. Keyword(s): Avengers\n
  304. Cost: 4\n
  305. When a character using this team ability destroys a square of blocking terrain, roll a d6 after actions resolve. On a roll of 5, you may place a standard light object in that square. On a roll of 6, you may place a standard heavy object in that square.
  306. THE MOB\n
  307. Keyword(s): Gotham City Underworld\n
  308. Cost: 2
  309. The highest point friendly character using this team ability can use
  310. Mastermind, but may only transfer damage to a friendly character
  311. using this team ability.
  312. MODOK\'S 11\n
  313. Keyword(s): MODOK’s 11\n
  314. Cost: 2\n
  315. Give a character using this team ability a free action to remove
  316. one object from the game. This object must be a light or heavy
  317. object in the character’s square or a square adjacent to the
  318. character.
  319. MONSTER SOCIETY OF EVIL\nKeyword(s): Injustice Society or
  320. Monster Society of Evil\n
  321. Cost: 5\nAt the end of your turn, you may
  322. roll a d6 for each friendly character
  323. using this team ability. On a
  324. result of 5 or 6, deal 1 damage to each
  325. opposing character adjacent to
  326. that character that hasn\'t already
  327. been dealt damage by this team
  328. ability this turn.
  329. MORLOCKS\nKeyword(s): Gene Nation or Morlocks\nCost: 2* (0 if
  330. the character possesses the Morlocks team symbol)\nWhenever a
  331. character using this team ability makes a close combat
  332. attack, modify
  333. its attack value by +1 for each other character using
  334. this team
  335. ability adjacent to both this character and the target.
  336. N.O.W.H.E.R.E.\n
  337. Keyword(s): N.O.W.H.E.R.E.\n
  338. Cost: 2\n
  339. Characters using this team ability that have no action tokens can use #impmov# #ignht#, #ignbt# during move actions.
  340. NEGATIVE ZONE\nKeyword(s): Negative Zone\nCost: 2\n
  341. A character using this team ability may ignore one wall or square of blocking terrain for movement purposes when it uses Charge or Running Shot. If it does and misses all target opposing characters deal this character 1 unavoidable damage after actions resolve.
  342. NEW MUTANTS\nKeyword(s): Generation X, New Mutants\nCost: 4\n
  343. Whenever a character using this team ability would be dealt damage,
  344. you may
  345. give an action token to an adjacent friendly character using
  346. this
  347. team ability. If you do, deal all of the damage to that character
  348. instead.
  349. NEW TEEN TITANS\n
  350. Keyword(s): Teen Titans\n
  351. Cost: 3\n
  352. The highest-point friendly character using this team ability can use
  353. Leadership, but may only remove action tokens from friendly
  354. characters using this team ability.
  355. NEWER FANTASTIC FOUR\nKeyword(s): Fantastic Four\nCost: 1\n
  356. A character using this team ability modifies its attack value by +1 when attacking characters possessing #indomitable#, #giant#, or #colossus#.
  357. NEXTWAVE\nKeyword(s): Nextwave\nCost 5\nWhen a character using
  358. this team ability KO\'s an opposing character of a
  359. higher point value
  360. with an attack, place this character anywhere on
  361. the map.
  362. NOVA CORPS\nKeyword(s): Nova Corps\nCost: -10*\n
  363. Friendly characters ignore traits named \"Share Through the Worldmind\" possessed by friendly characters. *(0 if the character dosen\'t possess the trait named \"Share Through the Worldmind.\")
  364. OFFENDERS\n
  365. Keyword(s): Offenders\n
  366. Cost: 4\n
  367. When a character using this team ability attacks a single
  368. character, replace that character\'s defense value with the lowest
  369. printed defense value among all characters adjacent to that
  370. character. Uncopyable.
  371. THE ORDER\nKeyword(s): Defenders\nCost: 3\n
  372. Character using this team ability cannot be targeted by an opposing character using one of the listed powers if any character using this team ability was already hit by an opposing character using that power this turn.\n
  373. Flurry Incapacitate\n
  374. Charge Penetrating/Psychic Blast\n
  375. Hypersonic Speed Ranged Combat Expert\n
  376. Running Shot Exploit Weakness\n
  377. Blades/Claws/Fangs Close Combat Expert
  378. ORIGINAL SINISTER SIX\n
  379. Keyword(s): Sinister Syndicate\n
  380. Cost: 3\n
  381. When a character using this team ability hits an opposing
  382. character, mark that character with a Sinister Six token. When a
  383. character using this team ability attacks an opposing character
  384. marked with one or more Sinister Six tokens, modify their attack
  385. value by +1 for each token.
  386. When attacking a single target with one or more Sinister Six tokens,
  387. if the target\'s name Spider-Man or possesses the Spider-Man
  388. Family keyword or the Spider-Man symbol, modify this character\'s damage
  389. value by +1.
  390. OUTLAWS\nKeyword(s): Outlaws\nCost: 1\nWhen a character using
  391. this team ability is given a move action, modify
  392. that character\'s
  393. speed values by +1 for each adjacent character using
  394. this team ability
  395. at the beginning of the move action.
  396. OUTSIDERS\n
  397. Keyword(s): Outsiders
  398. Cost: 3\n
  399. At the beginning of your turn, roll a d6 for all friendly characters
  400. using this team ability. If the result is equal to or less than the
  401. number of friendly characters that can use this team ability, you
  402. may immediately give one of those characters a close combat
  403. attack as a free action, using its printed combat values.
  404. Uncopyable.
  405. PHANTOM ZONE\n
  406. Keyword(s): Phantom Zone\n
  407. Cost: 4\nOnce per game per character using this team ability, when they would take 4 or more damage from an attack, you may roll a d6. On a result of 4-6, ignore the damage and place this character in your starting area.
  408. PRIME\'S TITANS\n
  409. Keyword(s): Prime\'s Titans\n
  410. Cost: 6\n
  411. When a character using this team ability KO’s an opposing
  412. character, remove an action token from each other friendly
  413. character using this team ability. Uncopyable.
  414. RAVAGERS\n
  415. Keyword(s): Ravagers\n
  416. Cost: 4\n
  417. Characters using this team ability automatically break away.
  418. Uncopyable.
  419. REAVERS\nKeyword(s): Reavers\nCost: 8\nWhen a character using
  420. this team ability has two action tokens, it can be
  421. given a non-free
  422. action. If you do, after actions resolve deal the
  423. character 1
  424. unavoidable damage and do not clear action tokens from it
  425. at the end
  426. of the turn.
  427. RED HOOD AND THE OUTLAWS\n
  428. Keyword(s): Outlaws\n
  429. Cost: 6\n
  430. Opposing characters with the highest point value on their force
  431. can\'t draw lines of fire to characters using this team ability.
  432. Uncopyable.
  433. ROGUES\n
  434. Keyword(s): Rogues \n
  435. Cost: 6 \n
  436. Characters using this team ability can use Outwit, but only to counter Hypersonic Speed, the Move and Attack ability, or a special power that specifically allows that character to use Hypersonic Speed or the Move and Attack ability. Uncopyable.
  437. RUNAWAYS\nKeyword(s): Runaways\nCost: 3\nWhenever a character
  438. using this team ability attacks, modify their attack
  439. value by +1 for
  440. each other friendly character that dealt damage to an
  441. opposing
  442. character this turn while using this team ability.
  443. SAVAGE LAND\n
  444. Keyword(s): Savage Land\n
  445. Cost: 3\n
  446. Once per game per character using this team ability, when they roll a d6 for Blades/Claws/Fangs, if the result is a 1 that character may reroll the d6.
  447. SECRET AVENGERS\n
  448. Keyword(s): Avengers\n
  449. Cost: 5\n
  450. Characters using this team ability can’t be the target of an opponent’s Outwit or Perplex unless they’ve been targeted with an attack previously in the same turn.
  451. SECRET INVASION\n
  452. Cost: 2\n
  453. Keyword(s): Skrulls\n
  454. When a character using this team ability is targeted with an attack
  455. by an opposing character with which it shares a keyword, modify
  456. this character’s defense value by +1.
  457. SECRET SIX\nKeyword(s): Secret Six\nCost: 3\nWhenever a
  458. character using this team ability is KO\'d, you may roll a d6 and
  459. subtract 2 (minimum 1). Deal that much damage, divided as you choose,
  460. among any number of opposing characters adjacent to the square the
  461. KO\'d character occupied.
  462. SECRET WARRIORS\n
  463. Keyword(s): Secret Warriors\n
  464. Cost: 1\n
  465. When you build your force, choose the H.A.M.M.E.R., HYDRA,
  466. or S.H.I.E.L.D. keyword. Characters using this team ability also
  467. possess the chosen keyword. Uncopyable.
  468. SERPENT SOCIETY\n
  469. Keyword(s): Serpent Society or Serpent Squad\n
  470. Cost: 6* (0 if the character possesses the Serpent Society
  471. team symbol)\n
  472. Characters using this team ability can use
  473. Phasing/Teleport.
  474. SHADOWPACT\n
  475. Keyword(s): Shadowpact\n
  476. Cost: 1\n
  477. This character ignores the Mystics team ability.
  478. SINISTER TWELVE\n
  479. Keyword(s): Sinister Syndicate\n
  480. Cost: 4\n
  481. When you have more characters on the map than each opponent,
  482. modify the attack value of each character using this team ability by
  483. +1.
  484. THE SOCIETY\n
  485. Keyword(s): Secret Society of Super Villains or
  486. Society\n
  487. Cost: 3\n
  488. Whenever a character using this team ability is
  489. targeted by Outwit, you roll
  490. a d6. On a result of 4-6, the opposing
  491. character that targeted your
  492. character cannot use Outwit to target
  493. that character this turn. This
  494. team ability cannot be used by wild
  495. cards.
  496. SPIDER-MAN FAMILY\n
  497. Keyword(s): Spider-Man Family\n
  498. Cost: 10* (3 if the character the Spider-Man symbol)\n
  499. Characters using this team ability possess the Spider-Man team
  500. ability if they don\'t already, and may use the Spider-Man team
  501. ability to copy the team abilities of opposing characters as if they
  502. were friendly. Uncopyable.
  503. SQUADRON SUPREME\n
  504. Keyword(s): Squadron Sinister or Squadron
  505. Supreme\n
  506. Cost: 5\n
  507. While at least two friendly characters using this
  508. team ability are
  509. adjacent, one of them of your choice can use Mind
  510. Control. This team
  511. ability cannot be used by wild cards.
  512. STRATEGIC HOMELAND INTERVENTION, ENFORCEMENT AND LOGISTICS DIVISION\n
  513. Keyword(s): S.H.I.E.L.D.\n
  514. Cost: 3\n
  515. When a friendly character using this team ability uses Outwit,
  516. Perplex, or Probability Control, modify its range value and the
  517. minimum range value for the power by +1 for each other friendly
  518. character using this team ability.
  519. THUNDERBOLTS\n
  520. Keyword(s): Thunderbolts\n
  521. Cost: 8\n
  522. Once at the
  523. beginning of the game, choose any one Marvel team ability
  524. other than
  525. an Additional team ability, a wild card team ability, or a
  526. team ability
  527. that can\'t be used by wild cards. Characters using this
  528. team ability
  529. can use the chosen team ability if they can\'t already.
  530. U-FOES\nKeyword(s): U-Foes\nCost: 3\nWhen a character using this
  531. team ability hits an opposing character with
  532. a printed damage value of 4 or
  533. more, increase the damage dealt to that
  534. character by 1.
  535. UNIVERSAL CHURCH OF TRUTH\nKeyword(s): Universal Chruch of Truth\nCost: 4\n
  536. When an opposing character targets a character using this team ability with an attack and misses, modify the defense value of all character using this team ability by +1 until the end of the turn.
  537. VILLAINS FOR HIRE\n
  538. Keyword(s): Villains for Hire\n
  539. Cost: 6\n
  540. Choose a copyable team ability an opposing character possesses;
  541. characters using this team ability can use that team ability for the
  542. entire game.
  543. WHITE LANTERN CORPS\nKeyword(s): White Lantern Corps\nCost:
  544. 3\nPlace a number of tokens on this card equal to the number of
  545. characters
  546. with the White Lantern Corps keyword with which you begin
  547. the game.
  548. Immediately before any attack roll, you may remove one token
  549. to
  550. modify a friendly character\'s defense value by +1.
  551. WILDC.A.T.S\n
  552. Keyword(s): Wild.C.A.T.s\n
  553. Cost: 1\n
  554. Once per turn, when a character using this team ability makes
  555. an attack roll and one of the dice is a 1, you may reroll
  556. that die. Uncopyable.
  557. WINTER GUARD\n
  558. Keyword(s): Soviet Super-Soldiers, Winter Guard\n
  559. Cost: 1\n
  560. Each character using this team ability may be given a power
  561. action once per game to be dealt 1 unavoidable damage. If you do,
  562. after actions resolve roll a d6 and heal the character of half the
  563. result.
  564. THE WORTHY\n
  565. Keyword(s): the Worthy\n
  566. Cost: 1\n
  567. When a character using this team ability hits an opposing
  568. character and the attack roll is doubles, place 1 Worthy token on
  569. this card for each 100 points of the game’s build total. Before any
  570. attack roll, you may remove one Worthy token from this card and
  571. modify a target opposing character’s defense values by -1 for this
  572. attack.\n\n
  573. A character using this team ability modifies their attack value by
  574. +1 when attacking a character using The Mighty additional team
  575. ability or possessing The Mighty keyword.
  576. X-FORCE\nKeyword(s): X-Force\nCost: 3\nCharacters using this
  577. team ability ignore the effects of hindering terrain on
  578. their
  579. movement.
  580. YOUNG JUSTICE\n
  581. Keyword(s): Young Justice\n
  582. Cost: 4\n
  583. When a character using this team ability would be KO’d, you may
  584. instead turn this character to its last click but only if you deal 1
  585. unavoidable damage to an adjacent friendly character using this
  586. team ability.
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