Marvel Super Dice Frequently Asked Questions v 1.2

Updated 02/09/04
Revisions by version
v1.1
  1. Revised table layout to include separate column for Super Power designation
  2. Used Roustabout's comments to revise Super Power descriptions
  3. Added a chart of exact order of application of Super Powers
  4. Filled in all Super Power descriptions for all character dice.
v1.2 Completed all descriptions and filled in details of every remaining super power.
During an online game the Roustabout (hi, Steve) and I spent more time debating and trying to clarify the game rules than actually playing. Our debates have helped me to arrived at some conclusions that make the game flow more easily and move faster.

None of this stuff is official and I am not affiliated with Marvel (tm) Comics or TSR (tm) in any way. I'm just a detail oriented guy (read: compulsive nit-picking control freak) who hopes that this might be useful to somebody, somewhere.

General Notes on Super Powers:

  1. Super Power effects are applied during the Super Powers! phase of combat. Since this phase precedes the Interference phase all Super Power effects will be applied prior to the assignment of Interference effects. This indicates that a character rolling a Super Power is not subject to Interference during the current combat round. The opponent's Interference results must be applied to other dice on the team.
  2. All Super Power effects must be directed against a team involved in the current battle.
  3. Any targeted Super Power allows the owner of the die generating the power to choose the individual dice affected. This allows for more freedom in the assignment of effects and these effects may normally be divided among multiple teams, if applicable.
  4. Any untargeted Super Power allows the owner of the die generating the result to choose a single team to be affected. The owner of the affected team then chooses the individual dice that are affected, subject to the normal restrictions on the application of damage and effects.
  5. If multiple characters on a single team roll Super Powers that are applied at the same step in the sequence, i.e., 2 character roll Targeted Attack Super Powers, then the rolls may be applied simultaneously, attacks and defenses may be combined for a single attack or defense total.
  6. Normal dice defeated by a Super Power attack are removed before their effects are applied so those effects are negated.
  7. Character dice rolling Super Power effects that are defeated by another player's Super Power attack still apply their effects before being removed from combat.
  8. If a character die rolling a Super Power has its effect negated before it can be applied then that effect is ignored during the current combat round.
  9. Character dice applying their effects before another player applies a negation effect cannot have their effects negated.
  10. Super Powers are resolved in the following order:
    1. Acting player's Targeted Weird Super Powers
    2. Other players' Targeted Weird Super Powers, in the order of play
    3. Acting player's Untargeted Weird Super Powers
    4. Other players' Untargeted Weird Super Powers, in the order of play
    5. Acting player's Targeted Defense Super Powers
    6. Other players' Targeted Defense Super Powers, in the order of play
    7. Acting player's Untargeted Defense Super Powers
    8. Other players' Untargeted Defense Super Powers, in the order of play
    9. Acting player's Targeted Attack Super Powers
    10. Other players' Targeted Attack Super Powers, in the order of play
    11. Acting player's Untargeted Attack Super Powers
    12. Other players' Untargeted Attack Super Powers, in the order of play

In places where I have altered a description from the rules for clarification my additions and/or modifications are in italics enclosed by square brackets. Example: [Cannonball]

Super Powers by Hero

Name and
Power
Rules Description Order Determination Other Notes
Archangel

With a flurry of wings Archangel hurls his razor-edged flechettes to paralyze his foes!

Negates the effects of up to 4 points of opponent's dice for this combat round.
Untargeted Weird
  1. Members of Archangel's team may not be affected by this power.
  2. The owner of the targeted opposing team must apply as many points of the negation as possible up to the maximum of 4 points of effect.
  3. Any dice that have not applied their effects prior to the application of Archangel's Super Power are eligible to be targeted, including those that roll Interference results since the Interference phase occurs after the Super Powers! phase during a combat sequence.
  4. The results of negation wear off immediately following the current combat. All affected dice are eligible to participate in following combat rounds.
Apocalypse

Apocalypse rains doom on those who oppose him!

Select a single foe die; Reroll both Apocalypse and his target. The character who inflicts the most damage wins -- a tie ends in a stalemate. If Apocalypse wins his target is removed from the game; if his foe wins there is no effect
Targeted Weird
  1. The owner of the Apocalypse die chooses any single die from one of the opposing teams involved in the current battle. The chosen die may be of any point value but must be another character die.
  2. Note the initial result rolled by the targeted die. If the result is a Super Power it will still be applied in the proper order regardless of the outcome of the application on Apocalypse's power. A normal result will also still be applied if the targeted die survives.
  3. Both dice are rolled simultaneously by their respective owners. Only results that normally cause a specific amount of combat damage are valid during this roll. Any icon rolled that has a dual use must be counted as an attack during this roll.
  4. A face result is only valid if the corresponding Super Power it generates causes a specific amount of attack damage. This includes the Basic Game Super Powers so a red character could always apply its face as attack damage. All other Super Power effects are negated including those that would normally allow a character to escape from Apocalypse's attack.
  5. If Apocalypse rolls his face again it is negated and counts as 0 attack damage, except in the case of a red die which can be counted as 4 points of attack damage*.
  6. The die with the higher attack damage total wins the face-off. There are several possible results:
    • If Apocalypse fails to roll any attack damage then both dice return to the correct teams and the target die is restored to its original result.
    • If the targeted die causes more attack damage than Apocalypse both dice are returned to their correct teams and the target die is restored to its original result.
    • If Apocalypse and the target die generate the same amount of damage then both dice are returned to their correct teams and the target die is restored to its original result.
    • If Apocalypse generates more damage then the target die is removed from play, exactly as if it had been defeated in a Danger Zone. Apocalypse is returned to his original team.
  7. Under no circumstances does the targeted die inflict any damage on Apocalypse during this face-off roll.
  8. Apocalypse does not need to generate enough damage to defeat the target die, he simply needs to generate more attack damage than the target die to win the face off.
Beast

Beast ricochets about the zone like a furry blue billiard ball, bashing many foes on each rebound.

Inflicts up to four 1-point attacks upon targets of his choice. He must hit as many targets as possible before he strikes a target a second time. (targeted)
Targeted Attack
  1. The owner of the Beast die chooses the dice that are targeted by this attack, subject to the limitation that as many dice as possible must be struck before striking any die twice.
  2. The targeted die may come from more than one opposing team involved in the current combat and, in fact, must come from multiple teams in the event that multiple teams are present and no team has more than 3 dice remaining when this power is applied.
  3. This attack may be combined with other Targeted Attack Super Powers for a single attack on a given die (see Cyclops for an example).
Bishop

Bishop absorbs an attack and turns it upon his foes!

May reflect and target up to 3 points of attack from any die upon his opponents. (targeted)
Targeted Weird/
Targeted Attack
  1. This effect acts in 2 steps:
    • Reflecting 3 points of attack portion acts as a Targeted Weird Super Power effect.
    • The 3 points of attack act as an Targeted Attack Super Power effect.
  2. The owner of the Bishop die chooses the 3 points of attack to reflect. Reflecting the attack negates the original attack. These points may be reflected from any team involved in the current combat, and may be from a single team or multiple teams as desired.
  3. This negates 3 points of effect, not the effect of 3 points of dice, so it is possible to partially negate the effect of a single die.
  4. This effect may only reflect attacks, so it is limited in size to the total number of attack points rolled by all opposing teams involved in the current battle. If all opposing teams generate less than a total of 3 points of effect then Bishop may only reflect that total.
  5. The reflecting effect may negate up to 3 points of Super Power attack, either targeted or untargeted. Since this is a Weird effect the reflected portion of the affected Super Power is negated and cannot be applied during the appropriate phase.
  6. The attack portion of this power acts effectively as three 1-point Super Power attacks. The dice targeted by the attack do not have to be the same dice that had their effects reflected.
Black Queen

The alluring Black Queen bends the will of her foes, forcing them to do her bidding!

Select one opposing die of up to 4 points and turn it to the [side] of the [Black Queen's] choice (targeted)
Targeted Weird
  1. This must target a die on an opposing team. Members of the Black Queen's team are not eligible to be targeted.
  2. This affects a single die up to 4 points, not a total of 4 points of dice.
  3. Dice that have already applied their results are not eligible to be targeted.
  4. The original result is negated and the new result is applied instead, exactly as if the new result had been rolled.
  5. Personal Opinion: Machines have no "will" to bend and should be immune to this effect.
Black Tom Cassidy

Black Tom Cassidy strikes with energy blasts from his shillelagh!

Inflicts 4 points of attack. (targeted)
Targeted Attack
  1. This acts effectively as four 1-point Super Power attacks.
Blob

The Blob manipulates his mass to make himself immovable and indestructible.

The Blob becomes a 6-point die for this combat round and may not be moved by any power.
Targeted Weird
  1. The Blob must be the target of his own power.
  2. A total of 6 points of damage are required to remove the Blob from combat for the remainder of this round.
  3. If any modifiers are applied to the Blob's point total during the current combat round they are applied to the 6 point total, not the Blob's actual 3 point total.
  4. No other normal or Super Power effect may move the Blob during the current round after this effect is applied, including Teleportation.
  5. This effect wears off immediately following the Whomp n' Stomp phase of the current combat round in order to allow the Blob to retreat if the owner of his team so chooses.
Cannonball

Cannonball blasts through a battle protected by his invulnerable field!

Inflicts 3 points of effect and [Cannonball] cannot be harmed or interfered with by any opposing dice this combat round.
Targeted Weird/
Targeted Attack
  1. This effect acts in 2 steps:
    • The immunity to harm and interference acts as a Targeted Weird Super Power effect. Cannonball must be the target of this effect.
    • The 3 points of attack act as an Untargeted Attack Super Power effect.
  2. The immunity to interference prevents any other Super Power from affecting Cannonball in any way after it has been applied. The Cannonball die is immune to all damage and interference rolls, regardless of the totals, made by all opposing teams during this combat round.
Captain Britain

Captain Britain swoops down and delivers a mighty blow for England.

Inflicts 5 points of attack upon his foes.
Untargeted Attack
  1. None
Colossus

Colossus lifts an ally and hurls him toward his foe adding power to his ally's attack!

Doubles the attack value of an ally's weapon, claw, punch or power punch, but does not add to a super power attack.
Targeted Weird
  1. Choose a single character die on Colossus' team to target.
  2. The value of the attack is doubled, not the total damage done. The numeral multiplier on the face of the allied die is ignored for purposes of damage determination.
Cyclops

[Cyclops'] glare batters his enemies with the force of his unstoppable optic blast.

Inflicts 4 points of attack and [Cyclops] may divide the damage among targets of his choosing. (targeted)
Targeted Attack
  1. This power acts as four targeted 1-point Super Power attacks.
Dark Beast

Dark Beast views civilians as little more than lab rats!

Deflects up to 4 points of the opposing team's attacks and redirects it at normal dice of his choice. (targeted)
Targeted Weird/
Targeted Attack
  1. This effect acts in 2 steps:
    • Deflecting 4 points of attack portion acts as a Targeted Weird Super Power effect.
    • The 4 points of attack act as an Targeted Attack Super Power effect.
  2. The owner of the Dark Beast die chooses the 4 points of attack to reflect. Reflecting the attack negates the original attack. These points may be reflected from any team involved in the current combat, and may be from a single team or multiple teams as desired.
  3. This negates 4 points of effect, not the effect of 4 points of dice, so it is possible to partially negate the effect of a single die.
  4. This effect may only deflect attacks, so it is limited in size to the total number of attack points rolled by all opposing teams involved in the current battle. If all opposing teams generate less than a total of 4 points of effect then Dark Beast may only reflect that total.
  5. The reflecting effect may negate up to 4 points of Super Power attack, either targeted or untargeted. Since this is a Weird effect the reflected portion of the affected Super Power is negated and cannot be applied during the appropriate phase.
  6. The attack portion of this power acts effectively as four 1-point Super Power attacks. The dice targeted by the attack must be normals and do not have to be the same dice that had their effects reflected.
  7. If fewer than 4 normals are member of opposing teams then the excess damage is negated. The deflection may still be fully applied.
Gambit

Gambit nimbly deals exploding cards in his foe's face!

Inflicts three 1-point attacks upon targets of his choosing. (targeted)
Targeted Attack
  1. This power acts as three targeted 1-point Super Power attacks.
Holocaust

Holocaust absorbs energy and uses it to make himself stronger!

Absorbs the force of all non-super-powered energy attacks (lightning bolts and magic), negating their damage and adding their value to his attack value for this combat round. Using magic as a defense prevents it from being absorbed.
Targeted Weird/
Untargeted Normal Attack
  1. This effect acts in 2 steps:
    1. The absorption of energy attacks and the negation of their effects acts as a Targeted Weird Super Power effect.
    2. The attack damage acts as an Untargeted Normal Attack effect, not a Super Power attack.
  2. All players involved in the current battle must decide whether to use their magic results as attacks or defense when Holocaust's power is applied. No deviations from this decision can be made during the Whomp n' Stomp phase of combat.
  3. All non-super-powered energy attacks are absorbed from all teams involved in the current battle, including Holocaust's team.
  4. Any die generating a non-super-powered energy attack has its effect negated for the current combat round.
  5. This attack has no inherent attack value, hence the total value of the attack inflicted is the sum the all the energy attacks generated during the current battle roll. All energy attacks are multiplied by the appropriate modifier(s) before they are added to Holocaust's attack.
  6. Damage caused by this attack is applied during the Whomp n' Stomp phase of combat and counts as normal attack damage. Normal defenses stop this damage normally.
Iceman

Iceman freezes his foes by encasing them in a sheath of ice.

Halves the point value of up to 5 points of his foes' dice for the combat round. (targeted)
Targeted Weird
  1. The owner of the Iceman die chooses the 5 points of dice that are affected.
  2. The dice may be from the same team or from different teams but all targeted dice must be in the same city zone as Iceman.
  3. The affected dice halve the number of icons rolled, rounding up, before multiplying by the appropriate factor and totaling results.
  4. Targeted dice also have their point value halved for purposes of damage needed to remove them from combat so Normals remain 1 point, Uncommon heroes and villains become 2 points and Rare heroes and villains become 2 points for the duration of the combat round.
  5. If a hero or villain die with a Super Power result is targeted and the target die has not yet applied its Super Power than the following rules apply:
    • If the target die has a Super Power that does not generate a specific number of points of effect (Apocalypse, Colossus, etc...) then that Super Power may not be used. The owner of the affected die may still use the appropriate substitute based on die color.
    • If the targeted die's Super Power does generate a specific number of points of effect then that number is halved, rounding up, and the effect is applied normally in the appropriate portion of the turn sequence.
  6. All targeted dice that survive the combat round return to normal immediately at the start the next combat round.
Juggernaut

Juggernaut is an unstoppable force that can punch his foes clear into next Sunday!

Knocks up to 5 points of dice into any adjacent zone and they become inactive for the rest of the rest of the turn -- [normals] return to the dice pool.
Untargeted Weird
  1. The owner of the Juggernaut die chooses a single team involved in the current battle, and dictates the single adjacent zone that becomes the destination of all affected dice. The owner of the targeted team chooses the individual dice affected by this power, subject to the normal rules for applying attack damage.
  2. The affected dice remain inactive until the end of the current turn. If they end up in a Clobberin' Zone that has not started combat for the current round they are not eligible to participate in that combat, including being ineligible to be taken as casualties. These inactive dice will be sufficient to prevent an opponent from taking control of a City Zone during the Take Control phase of the current turn.
  3. Any dice removed from the current combat are ineligible to be chosen as casualties for the current combat.
Magneto

Magneto's mastery of magnetic power causes devastating damage!

Inflicts 5 points of damage and rerolls. Repeat this each time his face is rolled again.
Untargeted Attack
  1. Magneto is rerolled to determine if additional damage is caused. Each time Magneto's face is rolled an additional 5 points of damage are inflicted and another reroll is made. Any result other than a face is negated and immediately terminates the reroll cycle for the current combat round.
Magicene

Magicenne commands her arcane power to teleport friends or foes away!

Move up to 3 points of dice; return [normal] dice to the dice pool, and displace character dice by up to two zones away. Teleported dice lose their actions for the combat round.
Targeted Weird
  1. Targeted dice may come from any team in the City Zone occupied by Magicene, even her own team, and may be chosen from several different teams if desired.
  2. Magicene may target herself with this power.
  3. If Magicene does not target herself she does not leave the combat zone and is subject to attack.
  4. Teleported dice become inactive until the start of the next combat round.
Mastermind

Mastermind weaves horrific visions spreading havoc wherever she goes!

Causes up to 3 points of dice to retreat and if they cannot, the affected dice are interfered. Normal dice will flee, character dice retreat to an adjacent friendly or neutral zone.
Targeted Weird
  1. Owner of the Mastermind die chooses the dice affected.
  2. Targeted dice may come from any team in the current combat, even Mastermind's team, and may be chosen from different teams if desired.
  3. The owner of the targeted die chosen the destination zone for the targeted dice.
  4. Targeted dice may be move into their owner's HQ in this way provided the HQ is neutral or under the control of the targeted dice's owner.
  5. Targeted dice may never be moved into an opponent's HQ by this power, even if the owner of the die controls the opponent's HQ.
  6. If no adjacent friendly or neutral zone exists then this Super Power is applied to the target dice during the Interference phase of combat.
  7. Dice retreating to a neutral zone lock that zone in combat for the current turn if combat has not been fought there, or for the next turn if combat has not been fought there.
Nightcrawler

Nightcrawler seizes others and teleports them away from battle!

Teleports up to 4 points of dice up to two [zones] away, then returns by himself to the original zone at the end of the round -- [normals] retreat to the dice pool.
Targeted Weird
  1. Targeted dice may come from any team in the City Zone occupied by Nightcrawler, even his own team, and may be chosen from several different teams if desired.
  2. Nightcrawler may not target himself with this power. He may choose to teleport 0 points in order to leave the combat but he must return to the original zone at the end of combat.
  3. Teleported dice become inactive until the start of the next combat round.
  4. Nightcrawler leaves the original City Zone for the duration of the combat round. During the round he may not take damage, attack, defend nor be affected by any super powers that go into effect after his. Nightcrawler may not be taken as a casualty during the round.
  5. If this power is used during the first round of combat Nightcrawler returns prior to the decision to to start a second round of combat.
  6. If the rest of Nightcrawler's team is defeated while he is out of the City Zone, and a single player reamains then that player takes control of the City Zone and no second round of combat may be declared. Upon his return Nightcrawler automatically locks the City Zone in combat for the next turn.
Phoenix

Phoenix uses her telekinetic powers to both shield her friends and strike at her foes.

Player's choice of up to 4 points of targeted attack or defense, dividing the points as the player chooses. (targeted)
Targeted Attack/ Targeted Defense
  1. This acts effectively as 4 individual points of targeted attack or targeted defense to be applied as the owner of the Phoenix die chooses.
  2. Targeted dice may come from the same team or different teams.
Professor X

Professor X uses his telepathic powers to improve the performance of his team and confuse his foes.

Choose up to 4 points of dice in any team in the battle and have them reroll before any effects take place. Professor X may not reroll his die. (targeted)
Targeted Weird
  1. This power may target less than 4 points of dice.
  2. This acts effectively as 4 individual 1 point targeted effects.
  3. Targeted dice may come from any single team in play, including Professor X's team. Dice targeted must all belong to the same team.
  4. Professor X may not target himself, but may target another Professor X die on an opposing team.
  5. Targeted dice have thier original effect negated. The result of the reroll is applied during the appropriate step in combat.
  6. Any dice that have already applied their effects during the current combat round may not be targeted.
Psylocke

Psylocke's psychic knife stuns her foes, leaving them unable to act.

Negates the effect of up to 3 points of any dice. (targeted)
Targeted Weird
  1. This acts effectively as 3 individual 1 point effects.
  2. Targeted dice may come from any team in play, even Psylocke's team, and may be chosen from multiple teams if desired.
  3. Any dice that have not applied their effects prior to the application of Psylocke's Super Power are eligible to be targeted, including those that roll Interference results since the Interference phase occurs after the Super Powers! phase during a combat sequence.
  4. Targeted dice remain in the current combat and may be chosen as casualties.
  5. The results of negation wear off immediately following the current combat. All affected dice are eligible to participate in following combat rounds.
Rogue

With the touch of her bare hand Rogue steals the power of another.

Steal the super power of any character die with a value of 4 or less in battle with her, which did not roll its face; the affected die becomes inactive for the combat round. (targeted) Does not work on machines.
Targeted Weird/
As Power Stolen
  1. This effect acts in 2 steps:
    • Stealing a power and rendering a character inactive acts as a Targeted Weird Super Power effect.
    • The second portion acts identically to the stolen Super Power. See appropriate character for details.
  2. Any character involved in the current combat that has not rolled its face during the current round is subject to targeting, including members of Rogue's team.
  3. The targeted character may not stop this effect in any way after the effect has been resolved.
  4. The targeted die becomes inactive until the end of the current combat round. The effect it rolled is negated.
  5. The targeted die remains in the current City Zone and may be taken as a casualty if its owner so chooses.
  6. The affected die becomes active again after the Whomp n' Stomp phase of the current combat round. If a second round of combat occurs in the current City Zone this die may participate.
  7. Currently the Sentinels are the only machines in the game. They are the only dice that are immune to this effect.
Sabretooth

Sabretooth shreds his foes with his razor sharp claws

Claws the opposing team inflicting 4 points of attack and rerolls once; if super power is rolled again inflicts another 4 points but does not reroll.
  1. This power allows only a single reroll, regardless of the second result.
  2. If Sabretooth's ID is rolled on the reroll then 4 additional points of damage is generated. Any result other than the ID icon is handled normally.
  3. If a claw is rolled on the second roll then the normal claw sequence is followed. If another ID icon ever results it is negated, the roll sequence is terminated and all damage is applied.
  4. All damage generated by this power must be applied against a single team.
Sebastian Shaw

Sebastian Shaw absorbs his foes' blows and channels the power back into his attacks!

Negates the attacks of all normal dice, then redirects the total attack point value at a single foe. (targeted)
Targeted Weird
  1. Only normal dice with results that cause damage are affected.
  2. All normal dice involved in the current combat, even those from Sebastian Shaw's team, are affected.
  3. If a normal produces a result that can be assigned multiple effects (ID icon) then the owner of the normal die decides if that normal will generate an attack result or another result and is bound by the decision for the current combat.
  4. Affected normal dice are rendered inactive for the current combat.
  5. Affected normal dice remain in combat and may still be taken as casualties.
  6. After all the damage from the normal dice is totaled the owner of the Sebastian Shaw die chooses a die to take damage equal to the total rolled. Only this targeted die is affected by this attack regardless of its value. The target die may not be a member of Sebastian Shaw's team.
  7. If any member of the targeted die's team has generated Super Power defence results they may be used to reduce the amount of damage taken by the target die.
  8. If the target die is defeated, any "extra" damage remaining from this attack is negated and cannot be aplied to any other opponent's dice.
Sentinel, Mark I

The robotic Sentinel was created to destroy mutantkind; the Mark I packs a prodigious punch!

Inflicts 3 points of attack and rerolls once.
Untargeted Attack
  1. This power allows for only a single reroll. If the ID is rolled again then generate an additional 3 points of damage and stop he reroll sequence.
  2. Any result other than an ID on the reroll is applied normally.
Sentinel, Mark II

The Mark II Sentinel grabs its mutant prey and rockets away to protect crowds from harm.

Moves up to 3 points of character dice up to two [City Zones] away, then returns to this zone at the end of the round. Normals return to the dice pool.
Targeted Weird
  1. Normal dice may never be affected by this power.
  2. Targeted dice may come from any team in the City Zone occupied by Mark II, even its own team, and may be chosen from several different teams if desired.
  3. Mark II may not target itself with this power. It may choose to move 0 points in order to leave the combat but it must return to the original zone at the end of combat.
  4. Moved dice become inactive until the start of the next combat round.
  5. Mark II leaves the original City Zone for the duration of the combat round. During the round it may not take damage, attack, defend nor be affected by any super powers that go into effect after its power. Mark II may not be taken as a casualty during the round.
  6. If this power is used during the first round of combat Mark II returns prior to the decision to to start a second round of combat.
  7. If the rest of Mark II's team is defeated while it is out of the City Zone, and a single player reamains then that player takes control of the City Zone and no second round of combat may be declared. Upon its return Mark II automatically locks the City Zone in combat for the next turn.
Sentinel, Mark III

The Mark III Sentinel subdues its foes with a potent stun gas!

Subtract 1 from each opposing character [die] this round and reroll [the Sentinel Mark III die] once. If this super power is rolled again, inflict 3 points of attack.
Targeted Weird/
Possible Untargeted Attack
  1. This effect is applied in 2 steps:
    • The initial face rolled acts as a Targeted Weird Super Power effect.
    • The second face rolled (if applicable) acts as an Untargeted Attack Super Power effect.
  2. Every character die on every opposing team is targeted by this effect and now effectively acts as if it were 1 point lower in value than it actually is for the remainder of the current combat round, i.e., Rare character effectively have 3 points and Uncommon characters effectively have 2 points. This reduces the amount of damage needed to defeat the characters and makes them more susceptible to certain Super Powers
  3. Normal dice are not affected by this power.
  4. The Sentinel Mark III is rerolled once only. If its face is rolled again then 3 points of Untargeted Attack Super Power effect. Any result on the reroll other than the face is negated and there are no further rolls made during the current combat round.
Sentinel, Mark IV

The Mark IV Sentinel is programmed to scan and identify mutants; then it can negate their powers!

Negates the effects of up to 4 points of character dice. (targeted)
Targeted Weird
  1. The owner of the Sentinel Mark IV die chooses the individual dice that have their effects negated.
  2. Only character dice may be affected by this attack, normal dice may not be targeted.
  3. All affected dice may come from multiple teams, including the Sentinel Mark IV's team if the owner so chooses.
  4. The owner of the Sentinel Mark IV may apply as many points of the negation as he sees fit, up to the maximum of 4 points of effect, as few as 0 points may be applied if desired.
  5. The targeted dice lose any effects they have rolled and may not be rolled again during this round.
  6. Any dice that have applied their effects, specifically other Weird Super Powers, prior to the application of the Sentinel Mark IV's effect may not have their effects negated.
  7. The results of negation wear off immediately following the current combat round. All affected dice are eligible to participate in following combat rounds.
Shadowcat

Shadowcat's uncanny ability to phase through solid objects adds to the defenses of her team!

Negates up to 4 points of attack or other effects against her team. (targeted)
Targeted Defense
  1. This Super Power targets the effects of other dice, not the dice themselves. It is possible to partially negate the effects of a single die or multiple dice with this power.
  2. The owner of the Shadowcat die chooses the 4 points of effect to negate, and may divide the negation however he sees fit. The dice targeted by the negation may belong to multiple teams, including Shadowcat's team if desired.
  3. Only effects with a specific point value associated with them can be targeted.
  4. The dice that have their effects targeted do not become inactive for the current combat round. Any remaining effects generated by these dice after the negation is applied is still valid for the current round of combat.
Sinister

Sinister clones his allies, creating an inexhaustible army!

Recovers up to 4 points of allied character dice that are knocked out of the game, returning them to Sinister's location at the start of the next round.
Targeted Weird
  1. Normal dice can never be targeted by this power.
  2. Targeted dice must belong to Sinister's owner and have been knocked out in a combat round prior to the round in which this power is rolled.
  3. Choose up to 4 points worth of dice and set them aside until the end of the current combat round.
  4. Sinister's owner is not obligated to use the full 4 points, an uncommon character may be chosen even if a rare character is available.
  5. Targeted dice enter the combat zone where Sinster was when this power was rolled, even if Sinister is no longer present.
  6. If a second round of combat can be fought targeted dice arrive prior to the decision to fight a second round is made.
Storm

Storm summons the power of the gale to blow her foes away!

Flings up to 4 points of dice out of the combat to an adjacent zone; affected dice become inactive for the combat round. [Normal dice] return to the dice pool. (targeted)
Untargeted Weird
  1. The owner of the Storm die chooses a single team, even Storm's team, and the direction of movement. The owner of the targeted team chooses the actual dice affected, and is obligated choose as close to the maximum of 4 points as possible.
  2. Storm may be chosen as a die to be moved.
  3. Moved dice are inactive upon arrival in the destination City Zone. Their arrival does not lock a Zone in combat if it was not previously locked.
  4. If the destination City Zone is locked in combat, and combat has not taken place the moved dice may join that combat when it begins.
  5. This power may move dice into their own HQ. This power may not move dice into an opponent's HQ.
Sugarman

This multi-armed freak uses his bizarre ability to recombine DNA to warp his foes' forms.

Exchanges up to 3 points of normal dice with any other 3 points of the player's character dice. These new dice may duplicate existing characters and immediately roll and add their effects to the [current] combat round.
Targeted Weird
  1. Only opponent's normal dice may be targeted by this power. The number of normal dice in the current combat limit the number of point of dice that are affected by this power.
  2. The targeted normal dice are removed from the combat and replaced by dice of the same total value.
  3. The targetd normal dice return to the normal pool to be used in later rounds of combat.
  4. Replacement dice may be any of the opponent's dice, but must be chosen from the dice initially on the chosen opponent's team.
  5. The replacement dice are rolled and their results applied to the current combat.
  6. If the replacement dice duplicate a die already in the present combat then note the intial result of that die and reroll it, apply the second result as well. There are effectively multiple copies of the same die on the same team.
  7. If a character is duplicated it must be the same color as the character duplicated.
Tapestry

Megan draws her power from the very land, increasing the might of her attack!

Inflicts 1 point of attack +1 point for every City Zone her team controls.
Untargeted Attack
  1. The total damage inflicted by this attack is dependant upon the number of City Zones controlled, the point value of those Zone has no bearing on the total damage at all.
  2. Since control is established after all combat is complete for a turn only City Zones controlled by Tapestry's owner at the start of the current turn count toward this damage total. Any City Zones that will come under the control of Tapestry's owner at the end of the current turn are excluded. Similarly, any City Zones that were under control at the start of the turn but will change control to another player or an uncontrolled state are still counted toward this attack.
Tessa

Tessa uses her psychic powers to enchant her foes, turning them into allies!

[Select] up to 3 points of [opponents'] normals and rerolls them, adding their new results to Tessa's team's total. (targeted)
Targeted Weird
  1. Targeted dice must be normals, character dice are immune to this effect.
  2. Target dice must come from opposing teams, Tessa's team is immune to this effect.
  3. Target dice may come from a single team or from multiple teams as Tessa's owner sees fit.
  4. Targeted dice are unable to resist this effect once it has been applied. The initial rolls made by these dice are negated. Tessa's owner then rolls the dice and adds their results to her team's total for the round.
  5. The owner's of the targeted dice may still choose the targeted dice as casualties during the current round.
  6. Any targeted normals that survive are returned to the control of their original team following the Whomp n' Stomp combat phase.
Toad

The Toad bounds about, using his speed to strike foes with surprise!

Inflicts up to 3 points of attack plus a bonus equal to the value of the area where he fights.
Untargeted Attack
  1. The total damage inflicted by this attack is dependant upon the value of the City Zone where the combat takes place. The total damage is a minimum of 3 points. The number of bonus points varies widely based on the City Zone, the Danger Zone status of the City Zone and the basic or advanced values of the City Zone.
Wisdom, Pete

Agent Wisdom forges super-hot knives to fling at his foes.

Inflicts up to 4 points of attack upon a single die. (targeted)
Targeted Attack
  1. The owner of the Pete Wisdom die chooses a single die from any team included in the current combat to take the full 4 points of damage. This die may be from any team involved in the combat, including his own if he so chooses.
  2. This power may target a die of any size.
Wolfsbane

Wolfsbane slashes with deadly claws in her Werewolf form!

Inflicts up to 3 points of attack and rerolls once -- if the super power is rolled again she inflicts 3 more points of attack but does not reroll.
Untargeted Attack
  1. This power allows only a single reroll, regardless of the second result.
  2. If Wolfsbane's ID is rolled on the reroll then an additional 3 points of damage is generated. Any result other than the ID icon is negated.
  3. All damage generated by this power must be applied against a single team.
Wolverine

When Wolverine is filled with a feral rage his claws slice and dice any foe!

Reroll and inflict an attack equal to double the value rolled. If Wolverine's face is rolled, the opponent chooses any one of his character dice and must remove it from the game.
Targeted Weird/
Untargeted Attack
  1. This effect is applied in 2 steps:
    • The initial face rolled acts as a Targeted Weird Super Power effect.
    • The result of the second roll acts as an Untargeted Attack Super Power effect.
  2. If the second roll results in a face icon then the owner of the Wolverine die targets a single team. The owner of that team must choose single character die and remove it from the game. Normals are immune to this effect.
  3. If the result of the second roll is not a face then the value of the icon rolled is doubled. The actual icon rolled is not relevant so even a block icon causes damage. In addition to this only the value of the icon is doubled, not the value times the modifier. Hence, rolling a 2 Claw on the second roll only inflicts 4 damage. The value of the Claw is 2 and this is doubled to make 4. The modifier of 2 on the face is ignored.
1