Friday, January 06, 2006
Inventing the T-Sphere
Have I ever mentioned how much I love Mister Terrific (both of them)? Anybody whose origin is "Attempted Suicide Because I'm Too Cool to Live" is alright by me, jack.
Like a lot of more intellectual heroes, Michael "Mr. Terrific" Holt doesn't translate perfectly to a Heroclix. Oh, his dials are accurate and all, but something is missing. What is it? Oh, yes. T-Spheres.
Well -- here they are.
Consistent with their use in the comic books, the T Spheres have no attack capabilities. Primarily they augment the defense of Mr. Terrific and his allies. As Mr. Terrific uses the spheres to "mask his presence", each has Stealth and Smoke Cloud to protect themselves and nearby allies. Similarly, the JSA Team Ability allows them to share their defense value with adjacent JSAers, so Michael can help protect his colleagues (or, using the Veteran T-Sphere's "Defend", he can protect non-JSAers, too).
Each has "Battle Fury". This is not because they are literally angry, of course! Battle Fury renders a figure immune to Mind Control, and, face it, machines need to be immune to Mind Control. Each is allowed to use flight but not to carry anyone. T-Spheres can only be used when Mr. Terrific is in play, and they are removed from the board if he is kayoed.
The "Rookie T-Sphere", with all these basics, costs 4 points. The 7-point Experienced T-Sphere adds the specialty of "Supersenses" making it harder to hit. The 10-point Veteran gives that up for Defend, potentially "taking one for the team". But while it lasts it has the added advantage of the Police Team Ability, which augments the attack of adjacent allies. A combination of several T-spheres, used effectively, can do wonders to improve any JSA team.
Enjoy and remember -- Play Fair!