Read the introduction to the series here.
E004 52
TURN THE DIAL: At the end of each turn, roll 2d6; turn the dial if the result is 9-12, and at the end of each round.
WHAT IT MEANS: Unlike the series that inspired it, this dial can move pretty fast, so don’t get too used to any one condition.
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A YEAR WITHOUT… (blue, slots A-D): At the beginning of each round, each player can choose a team ability. All chosen abilities are ignored until the end of the round.
WHAT IT MEANS: Avoid a team ability that is key to your strategy. Your opponents get to turn it off for the first few rounds of the match.
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ON THE TRAIL (Brown, slots B-F): Once during your turn for the duration of an action, one of your characters can ignore the effects of hindering terrain on movement, combat, powers and feats.
WHAT IT MEANS: Avoid Stealth. ON THE TRAIL allows an enemy to ignore hindering terrain’s effects not just on himself, but period. In conjunction with the next condition, cheap tie-up could really benefit from this to get next to enemy pieces.
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THE EVERYMAN PROJECT (orange, slots C-E): A character that has a point value of 100 or less that is using no other powers can use one of the following powers for the duration of an action: Blades/Claws/Fangs, Charge, Energy Explosion, Mind Control, Phasing/Teleport, Psychic Blast, Quake, Running Shot, Steal Energy, Telekinesis, or Willpower.
WHAT IT MEANS: Field cheap tie-up pieces. This effect will turn these stallers into dangerous attackers.
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RAIN OF THE SUPERMEN (black, slots F): All powers are countered.
WHAT IT MEANS: When damage reducers suddenly vanish, shots will be taken. Try to field high defense numbers over the powers in preparation for this.
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NEW QUESTIONS AND DEALS WITH THE DEVIL (gray, slots G-K): When a character is knocked out but before it is removed from the game, remove an action token from all friendly characters 3 or fewer squares from the characters that have one action token.
WHAT IT MEANS: Clustering your team a bit might be worth it to gain this slight second wind.
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WORLD WAR III (red, slots I-J): When making an attack roll, roll 3d6 and choose two of them to be the result of the roll. Damage dealt by critical hits is penetrating damage.
WHAT IT MEANS: Three dice increases the chance of hits. This is also the dial-ending effect.
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SUMMING IT UP: This dial can mess you up at first if you like team abilities too much, but overall it’s not too hairy.
Next go-round we’ll ring up some more fun with the Dial “H” For Hero dial!