Character Power Expansions

As each character card can only hold a specific amount of text, the developers of the game were limited with what they could add to the cards. Their response was to create Power Expansions that would increase the abilities of certain characters.

The text for these expansions were found in both the WildStorms Players Guide and the official WildStorm website (circa 1996) and are being reprinted here as they originally appeared. Had the game continued, it's believed that we would have seen reprints of character cards featuring these and possibly even more abilities, giving players more options for deck building.

CHARACTER POWER EXPANSIONS FOR WILDSTORMS
by Drew Bittner

It can be very hard to do justice to a well-defined character in the space of one trading card... especially when you have to reduce their powers to a couple of combat modifiers. The powers of the three characters below are examples of how a faithful representation suffered for clarity and brevity. So, without further ado, I give you some expansions for characters from the WILDSTORMS Limited Edition. If this section proves to be helpful, maybe we can do some more "character renovations" in the future.

Andromache


Ally:

By forgoing her attack, Andromache may summon one Coda Warrior from your resources to your staging area. The Recruit/Equip cost must be paid during your next R/E phase.

POINT VALUE: +1.

Alicia Turner

Leadership (Psi-Ops):

Add to Turner's card. (Psi-Ops are coming in CONFLICT.)

POINT VALUE: +0.

Armand Waering

Ally:

If he forgoes his attack, Waering may summon one Werewolf from your resources to your staging area.

POINT VALUE: +0.

Billionaire Industrialist:

Waering's player gains +2 Recruit/Equip points each turn Waering is active.

POINT VALUE: +1.

Golden Gate Bridge Benefit:

If Waering is involved in a battle over the GOLDEN GATE BRIDGE (site of his secret HQ), his player gains +1 Recruit/Equip point each turn Battalion is active.

POINT VALUE: +0.

Attica

Computer Tap:

Attica can connect to any computer system. When using this power, he can summon any card relating to cybernetics from your resources. He forgoes his attack when he does this AND is -1 D until the start of his next turn.

POINT VALUE: +1.

Backlash

Psi-Whips:

Backlash's psi-whips attack using his C value. This attack can be enhanced or negated using Close combat cards.

If the attack is successful, the defender is -3 to any attacks and cannot use any skills until released. A defender can escape the psi-whips by making a successful C or Psi attack against D 3. If the defender does not escape, Backlash may inflict one injury on his next turn without having to make a successful attack.

Backlash may also "sharpen" his psi-whip's point, making it an impaling attack. If so, he gains +1 C and inflicts two injuries, but is -2 to his D until the start of his next turn.

Backlash may attack flying characters using his psi-whips, with the same effects as above. Flyers are not necessarily grounded, unless a combat card produces that specific result.

POINT VALUE: +2.

Enhanced Mist Body:

Backlash adds +5 vs. C and R (except Psi) attacks but must forgo his next attack, unless he chooses to attack using his mist form. To do so, he must make a successful C attack on an opponent; he cannot benefit from teamwork or Leadership in making this attack.

This attack does NOT inflict an injury-- BUT if the attack is successful, that opponent suffers one injury per turn at the start of Backlash's turn. This continues until the opponent is killed.

When the opponent is dead, Backlash is solid once more (he may not resume Mist Body until the start of his next turn) AND suffers one injury. Backlash can be attacked by Psi while this is happening.

POINT VALUE: +2.

Gen-Factor Allergy:

Backlash cannot gain permanent Gen-Factor powers. If exposed to a Gen-Factor card (either the plot twist or Prize by that name), he gains powers for only one attack turn; afterwards, he is -1 D for two turns.

POINT VALUE: -1.

Errata:

Change Kherubim to Crossbreed. Add Backlash to his TEAM affiliations-- it's not ego, it's a circle of characters with whom he can share teamwork (e.g., Taboo, Dingo, CyberJack, Crimson).

POINT VALUE: +0.

"Current" Backlash:

To make Backlash consistent with the series, change as follows:

    1) Remove Gen-Active and Psi 4. Backlash cannot use cards that enhance Psi attacks and is unaffected by cards that specifically affect characters who are Gen-Active or who have Psi.
    2) Remove StormWatch from his TEAM affiliations.
    3) Do not add Enhanced Mist Body to Backlash.
    4) Reduce POINTS value to 6 (or 7 if you add the allowed enhancements above).

Battalion/Battalion Reborn

"Current" Battalion:


Adjust Battalion's Psi to 8 and Energy Blast to 9. Add Cybernetics: Cyber-Tran Suit: Add +2 to Psi, +1 to Energy Blast and D. (These changes more accurately reflect the current state of Battalion in StormWatch.)

POINT VALUE: 9.

Psi Training:

If he forgoes an attack, Battalion can summon any two Psi-related combat cards from your resources into your hand.

POINT VALUE: +1.

SkyWatch Benefit:

If Battalion is involved in a battle over SKYWATCH, his player gains +1 Recruit/Equip point each turn Battalion is active.

POINT VALUE: +0.

Big Dozer

CLARIFICATION Cybernetics:

Big Dozer's weapons and armor can be disabled by any card effects that specifically target weapons, cybernetics, or equipment. Also, Big Dozer cannot be given additional equipment.

Clunky:

Big Dozer's battlesuit is MASSIVE... and slow. He can only Switch Ranks every other turn and cannot use any defensive combat cards.

POINT VALUE: +0.

Modified Battlesuit:

Big Dozer's "stripped down" battlesuit doesn't have the Missile Launcher; enables R 8 attacks, not R 10; and is D 9, not D 12. But it costs less to bring Big Dozer into play...

POINT VALUE: -3.

Onboard Med-Team:

Big Dozer is able to summon the EMERGENCY EVAC, MED-EVAC, or COMBAT MEDIC card from your resources (but not discards) at any time.

POINT VALUE: +2.

ORBs:

Place three counters on Big Dozer. Discard one to make a single R 6 attack on any opponent; you may discard any number of counters in one turn. Big Dozer may recover a counter by forgoing one attack. While he has counters left, Big Dozer is immune to Subterfuge attacks.

POINT VALUE: +2.

B'lial

Daemonite Morph Attack:

Add +3 to C, but B'lial is -2 D until the start of your next turn.

POINT VALUE: +1.

Protected Host:

B'lial can specify any one active character without Leadership as his bodyguard. Any attacks directed at B'lial are redirected against this character. If his bodyguard is K.O.'d, B'lial cannot specify another until the end of his next turn.

POINT VALUE: +1.

Bliss

Ally:

If Bliss forgoes her attack, she may summon Threshold, Ivana, or a Deviant from your resources to your staging area. The Recruit cost is paid during your next Recruit/Equip phase.

POINT VALUE: +1.

CLARIFICATION Pheromones:

Bliss cannot be attacked by men in close combat. If you are in doubt about an opponent's gender, flip a coin to determine gender.

POINT VALUE: +0.

Blood Queen

Ally:

If the Blood Queen forgoes an attack, she can summon Red or any nonunique vampire to her staging area. The Recruit cost is paid during your next Recruit/Equip phase.

POINT VALUE: +1.

Dras'Adin Benefit:

If the Blood Queen is active in a battle over the DRAS'ADIN battlesite, her side gains +1 Recruit/Equip point each turn that she is active.

POINT VALUE: +0.

Brutus

Extra Strength Boost:

Add +2 when using close combat cards. Note: This enhancement replaces his original Extra Strength special ability.

POINT VALUE: +1.

Errata:

Add Gamorra to his TEAM affiliations.

POINT VALUE: +0.

Claymore

Symbiote Awareness:

Claymore is immune to attacks from and can negate the special abilities (but not skills or equipment) of any WetWorks Symbiote.

POINT VALUE: +2.

"Infected Claymore":

While infected with Drakken's symbiote-killing virus, Claymore is -2 to all combat values and cannot use any skills. He also loses -1 D every turn. At 0 D, he is K.O.'d; at -6 D, he is killed. Claymore is also contagious; any Symbiote in the same rank as Claymore must have a D of 6+ or become infected. Infected symbiotes can be cured with any healing or curative card effect. (Taboo's symbiote is not vulnerable to this virus.)

POINT VALUE: -3.

Cybernary

Yumiko's Mind:

Add +1 to any attacks against defenders affiliated with Gamorra (including MERCs, Hunter-Killers, etc.). She cannot be directly attacked by Kaizen Gamorra; further, she cannot be killed by any Gamorra-affiliated character if Kaizen is active.

POINT VALUE: +3.

Deathblow

Hyper-Regeneration:

Deathblow automatically self-heals one injury every turn. If he forgoes an attack, he self-heals two injuries. He may also use this ability to resist any degenerative or injurious card effects. If used, this enhancement replaces his regular Regeneration ability.

POINT VALUE: +2.

Cray's Retreat Benefit:

If Deathblow is involved in a battle over CRAY'S RETREAT, his player gains +1 Recruit/Equip point while Deathblow is active.

POINT VALUE: +0.

DeathTrap

Destabilize Seedling:

If DeathTrap makes a successful C attack on a Seedling, he may choose to destabilize their biophysical structure instead of causing one injury.

Roll 1d6 for result:

    1- Target misses next attack but is +1 D vs. all other attacks until his next turn.
    2, 3- Target misses next attack.
    4- Target misses next attack and is -1 on all attacks for remainder of battle.
    5- Target misses next attack and is -2 on all attacks and defenses for remainder of battle.
    6- Target is immediately K.O.'d. If revived, target gains Energy Blast equal to R; if target had Energy Blast, add +2.

POINT VALUE: +2.

Gamorran Patronage:

The MERCs are sponsored by the government of Gamorra. While DeathTrap is active, his player gains +2 points to equip his characters; these extra points must be spent on equipment, not on characters.

POINT VALUE: +1.

Weapon-ready:

If DeathTrap does not have any weapon placed on him at the beginning of your turn, he may summon one from your resources to equip himself before your attack turn. The Equip cost of the weapon is paid during your Recruit/Equip phase.

POINT VALUE: +1.

Defile

Escape Route:

Defile can exit a battlesite and retire to his holding area; his opponent does not gain any points for defeating Defile if he escapes.

POINT VALUE: +1.

Master Manipulator:

During a battle, Defile may choose one opposing character whose base Points value is 3 or more less than his own. That character is Defile's brainwashed pawn and can be commanded to attack his teammates once per battle.

POINT VALUE: +2.

Despot

Tyrant:

If Despot is active and does not attack, all WarGuard-affiliated characters gain +2 on their attacks due to his leadership. (This enhancement adds ordinary Leadership to Despot's card as well.)

POINT VALUE: +0.

Dingo

Errata:

Replace None in his TEAM affiliations with Backlash and Kindred.

POINT VALUE: +0.

Diva

Leadership:

Add this skill to her card.

POINT VALUE: +1.

Sonic Shatter:

Diva can apply her sonic blast to destroy equipment instead of inflicting injury if she chooses. Her attack's value must equal the Equip cost of the equipment to be effective; she cannot target equipment that is part of a character's card. If successful, the piece of equipment is destroyed and you gain the points for that piece of equipment.

POINT VALUE: +2.

Doreen

Paralyzing Touch:

If any attacker makes a successful C attack on Doreen without using a weapon, the attacker is -1 C to all attacks and defenses until the end of his next turn.

POINT VALUE: +1.

Errata:

Remove Subterfuge.

POINT VALUE: -1.

Dozer

Heavy Weapons Expert:

Dozer gains +1 R when using any firearm with a Point value of 5 or more.

POINT VALUE: +0.

Drakken

Escape Route:

Drakken can exit a battlesite and retire to his holding area; his opponent does not gain any points for defeating Drakken if he escapes.

POINT VALUE: +1.

Treachery:

Drakken's player may sacrifice any active character to keep Drakken in play. When a character is sacrificed, Drakken is completely healed; the sacrificed character is discarded and cannot be retrieved into play. No points are awarded for the sacrificed character.

POINT VALUE: +1.

Vampire Enclave Benefit:

If Drakken is active in any battle over the VAMPIRE ENCLAVE, his player gains +1 Recruit/Equip points each turn Drakken is active.

POINT VALUE: +0.

Emp

Billionaire Industrialist:

Emp's player gains +2 Recruit/Equip points each turn Emp is active.

POINT VALUE: +1.

CLARIFICATION Guardian Angel:

This power is optional. Emp is not forced to go to your holding area. If he does, your opponent loses the points earned for defeating him.

HALO Enterprises Benefit:

If Emp is active in any battle over HALO ENTERPRISES, his player gains +1 Recruit/Equip points each turn Emp is active.

POINT VALUE: +0.

Fairchild

Thrown Objects Boost:

Fairchild can add +2 to her Thrown Objects attack, but she is then -2 D until the start of her next turn.

POINT VALUE: +0.

Flashpoint

Brutality:

Flashpoint is a savage opponent. He can add +2 to any attack but loses -1 D until the start of his next turn. This effect can be cumulative with his Optical Targeting special ability.

POINT VALUE: +1.

Flexible Blast:

Flashpoint can "bend" his energy blast, sending it around obstacles at will. Defenders cannot benefit from any defensive combat card that includes the word "Cover."

POINT VALUE: +1.

Loner:

Due to his headstrong nature and bad reputation, Flashpoint cannot use or benefit from Leadership.

POINT VALUE: -1.

Freefall

Enhanced Gravity Control:

Freefall can add +6 to her D (except vs. Energy Blast or Psi) and cannot attack on her next turn OR she can add +3 to her Thrown Objects attack and be -2 D until the start of her next turn; this replaces her Gravity Control power.

POINT VALUE: +3. 

Fuji

Cybernetics (Enhanced Containment Suit):

If disabled, Fuji is -3 to all combat values and loses Extra Strength (below) but is not K.O.'d. (His new suit contains multiple redundancies and backup systems.)

POINT VALUE: +2.

D Upgrade:

Add +2 to Fuji's D; this enhancement goes with the enhanced containment suit (above).

POINT VALUE: +0.

Extra Strength:

Add +1 when Fuji uses close combat cards; this enhancement goes with the enhanced containment suit (above).

POINT VALUE: +1.

Gnome & Gnome with Orb

Access:

Gnome's player gains +2 Recruit/Equip points while Gnome is active.

POINT VALUE: +2.

Master of the Underworld:

If he forgoes an attack, Gnome can summon any villain (demonic mask logo) with no team affiliation from your resources to your staging area. The Recruit cost is paid during your next Recruit/Equip phase. On any turn that Gnome summons a character, Gnome's player does not gain the +2 R/E points for Access.

POINT VALUE: +1.

Grail

Chi Shell:

Grail generates a shell of blue energy that can add +6 to his D if he foregoes his attack OR adds +3 to his C and +2 to his D. This effect lasts until the beginning of your next turn.

POINT VALUE: +2.

D Upgrade:

Improve Grail's base D value to 7.

POINT VALUE: +0.

Martial Arts Training:

Add this skill to Grail's card.

POINT VALUE: +0.

Grifter

Hot Spot Benefit:

If Grifter is active in any battle over the HOT SPOT, his player gains +1 Recruit/Equip points each turn Grifter is active.

POINT VALUE: +0.

VAD "Special Customer":

VAD PP30 and VAD HYPERCANNON cost 1 less Equip point when Grifter is active.

POINT VALUE: +0.

Weapon-ready:

If Grifter does not have any weapon placed on him at the beginning of your turn, he may summon one from your resources to equip himself before your attack turn. The Equip cost of the weapon is paid during your Recruit/Equip phase.

POINT VALUE: +1.

Grunge

Absorption Variant 1:

When Grunge is brought into play, set three counters on him. At the start of Grunge's turn, these counters are allocated to boost Grunge's Close or Defense values. If he is attacked in Close combat, add a number of counters equal to the Point value of the strongest opposing character (e.g., for Coda Warrior or a Werewolf, add 3 points; for Spartan, add 8 points; etc.). Special Note: Do NOT add Points for Equipment carried by these attackers.

Grunge cannot have more than 12 counters at one time; he can do any one of three things with these additional counters:

    a) he can divide them between his Close and Defense values (odd counters go to Close);
    b) he can divide them between himself (again, his points are split between Close and Defense) and another Gen-Active teammate in the same rank (who must divide them between Close and Defense); or,
    c) he can spend 6 counters immediately to self-heal one injury.

Counters gained from opposing characters only last until the beginning of the attacking player's next turn. If Grunge is not attacked, he goes back to having only three counters. If all of Grunge's counters are used up for self-healing, he regains three counters at the beginning of his player's turn.

POINT VALUE: +2.

Absorption Camouflage:

Grunge can also use his power to blend into the background; he can avoid any incoming attacks by simply forgoing his own attack. He must declare that he is using this ability at the start of his turn; he cannot allocate any counters to any other activity while he is hiding. He cannot use teamwork or Tech when using this ability. When he makes an attack, this protection is negated until the start of Grunge's next turn (when he can use it again).

POINT VALUE: +1.

H.A.R.M.

CLARIFICATION Modular Construction:

H.A.R.M.'s values remain modified until the start of your next turn. The +3 bonus may be added to his Energy Blast as well as his regular combat values.

Hellslayer

Extra Strength:

Add +1 when using close combat cards.

POINT VALUE: +1.

Hellstrike

Cybernetics (Containment Suit):

Add +1 to all of Hellstrike's combat values and Energy Blast. If disabled, Hellstrike is K.O.'d.

POINT VALUE: +1.

Ex-Cop:

While Hellstrike is active, you can ignore or negate the effects of BAD PART OF TOWN, BAD REPUTATION, HIDDEN, INCONSPICUOUS, MEDIA CIRCUS, and SMOKE AND MIRRORS.

POINT VALUE: +1.

Helspont

Behemoth Benefit:

If Helspont is active in any battle over the BEHEMOTH, his player gains +1 Recruit/Equip points each turn Helspont is active.

POINT VALUE: +0.

Tyrant:

If Helspont is active and does not attack, all Cabal-affiliated characters gain +2 on their attacks due to his leadership.

POINT VALUE: +0.

Hexon

Multiple Arms:

Hexon can make two C attacks OR add +2 to any Close attack. This enhancement replaces Extra Arms.

POINT VALUE: +1.

H'tarh

Cabal Resources:

If he forgoes his attack, H'tarh may summon one nonunique Daemonite card from your resources to your Staging Area. The Recruit cost is paid during your Recruit/Equip phase.

POINT VALUE: +0.

Ivana Baiul

Errata:

Add Deviants to her TEAM affiliations.

POINT VALUE: +0.

"Current" Ivana:

Replace her I.O. Control with Ally: If she forgoes her attack, Ivana may summon Threshold, Bliss, or a Deviant from your resources to your staging area; pay point cost during your next Recruit/Equip turn. Remove I.O. from TEAM affiliations.

POINT VALUE: +1.

Jodunn

Flunky:

When active, Jodunn can give another character Leadership BUT cannot use it or benefit from it himself. If a character with Leadership is active, Jodunn cannot use this special ability.

POINT VALUE: +1.

K'rul

Cabal Resources:

If he forgoes his attack, K'rul may summon one nonunique Daemonite card from your resources to your Staging Area. The Recruit cost is paid during your Recruit/Equip phase.

POINT VALUE: +0.

Lonely

Betrayal:

When Lonely is in play, your opponent may voluntarily sacrifice 2 Points to negate any attack by a character on Lonely's side; however, Lonely's player then gains 2 Points.

POINT VALUE: +0.

Redemption:

Discard Lonely (while he is active) to add +2 Recruit/Equip points during your next Recruit/Equip phase.

POINT VALUE: +1.

Street Informant:

While Lonely is in play, you may ignore or negate the effects of BAD PART OF TOWN, BAD REPUTATION, HIDDEN, INCONSPICUOUS, MEDIA CIRCUS, and SMOKE AND MIRRORS.

POINT VALUE: +1.

Lynch

Cybernetics (Right Eye) Additional:

Lynch's bionic eye contains a low-powered laser. He may make one C 3 attack with it against any opponent (its range is limited to arm's length); this attack is affected by any R-specific combat cards.

POINT VALUE: +0.

La Jolla Safehouse Benefit:

If Lynch is active in any battle over the LA JOLLA SAFEHOUSE, his player gains +1 Recruit/Equip point each turn Lynch is active.

POINT VALUE: +0.

Maul

Gigantic Rage:

When there are two or three Maul cards active in play, the character may use Rage (+3 C, -1 D, no R attacks or skills, no Leadership or Teamwork bonuses). If Rage is used with three Maul cards in play, Maul will attack until there are no active opposing characters and then he goes uncontrolled until one Maul card is K.O.'d OR he is affected by one successful Psi attack-- if Voodoo or an ally makes this attack, he is not injured.

POINT VALUE: +0.

Psi Vulnerable:

Maul's maximum D value against Psi is 9.

POINT VALUE: +0.

Thrown Objects Bonus:

When 2 Maul cards are active, Maul gains +3 to his Thrown Objects attack. This advantage is lost if a third Maul card is brought into play.

POINT VALUE: +0.

Miles Craven

Bodyguards:

When Craven is in play with any active I.O. characters, he cannot be attacked UNLESS he makes an attack himself.

POINT VALUE: +0.

I.O. Command Benefit:

If Craven is active in a battle over I.O. COMMAND, his player gains +1 Recruit/Equip point as long as Craven is active.

POINT VALUE: +0.

National Security Czar:

If he does not use any other special ability (including I.O. Control or Influence but excepting Bodyguards above) and forgoes his attack, Craven may negate any one Plot Twist card (except GOVERNMENT INVESTIGATION) OR summon any one Plot Twist card from your resources into your hand.

POINT VALUE: +1.

Mr. Majestic

Extra Strength:

Add +1 when using any Close combat cards.

POINT VALUE: +1.

M'koi

Daemonite Technology:

During your draw phase, you may immediately discard one card and draw another from your resources while M'koi is active.

POINT VALUE: +0.

Mnemo

Vehicle (Arachnoid Crawler):

Due to his body's limitations, Mnemo is never without his mechanized chair. It grants Mnemo +3 C, has two sockets for weaponry-- it can be Equipped with two weapons but Mnemo may still only attack once per turn-- and the ability to withdraw to your holding area once per battle. The Crawler also allows Mnemo to go from your holding area to your staging area. If the Crawler is disabled, Mnemo cannot Switch Ranks, use his enhanced C attack or the socketed weaponry, or retreat from the battlefield. The Crawler counts as a VEHICLE and as CYBERNETICS for card effects.

POINT VALUE: +2.

Mother One

Tech 5:

Mother's Tech value is uprated.

POINT VALUE: +0.

System Hacker:

Mother may share the use of any Equipment or Plot Twist card involving cybernetics, no matter who brought that card into play. The card's player also benefits from the use of the card. She can still be affected by negative card effects BUT those effects can also be turned back against the card's player before the effect takes hold on Mother.

POINT VALUE: +2.

Cybernetics (Satellite Feed):

This subsystem allows Mother to give WetWorks characters and/or Symbiotes (except Taboo) a Leadership bonus. If disabled, that bonus is negated until the system is repaired.

POINT VALUE: +1.

Nautika

Ally:

By forgoing an attack, Nautika may summon Sunburst from your resources. Pay Recruit/Equip cost during your next R/E phase.

POINT VALUE: +1.

Guilt Complex:

Nautika cannot kill a K.O.'d defender.

POINT VALUE: +0.

Nychus

Claws:

Add +2 to C, but she is -1 to D until the start of your next turn.

POINT VALUE: +0.

Flight:

Add Flight to Nychus.

POINT VALUE: +1.

Psychology:

If she forgoes her attack, she can look at any and all combat cards in one opposing player's hand.

POINT VALUE: +1.

Errata:

Remove Subterfuge.

POINT VALUE: -1.

Pagan

Bloodhound:

Pagan ignores all card effects that disguise or render a target character immune to attack (including DISGUISE or INCONSPICUOUS); these cards are NOT discarded, he is merely unaffected by them. Pagan also gains +1 D against attacks made with Subterfuge.

POINT VALUE: +1.

Ferocity:

Pagan adds +2 to his C attack, but loses -1 D on the very next attack against him afterward. This ability, once activated, remains in effect until the beginning of his next turn; it can be sustained, if Pagan so chooses.

POINT VALUE: +1.

Wilderness Survival:

While Pagan is active, his player may ignore the INACCESSIBLE and HIDDEN obstacle cards.

POINT VALUE: +0.

Pilgrim

Dimensional Sidestep:

Pilgrim may teleport to the staging area once during a battle. She may not transport other characters into the staging area with her, nor may she use this ability if she is K.O.'d.

POINT VALUE: +1.

Phasing:

Pilgrim may avoid any non-Psi attacks, but cannot attack until the turn after she cancels the use of this power. She cannot contribute to teamwork while phased.

POINT VALUE: +1.

Providence

Energy Shield:

If she forgoes an attack, Providence gains +3 D until the start of your next turn. If she prefers, she can give this defense bonus to a teammate instead.

POINT VALUE: +0.

Self-Teleport:

Providence can teleport herself to your staging area once per battle.

POINT VALUE: +0.

Regent

Energy Transfer:

Whenever Regent is attacked by an Energy Blast up to a value of 5, add that number of counters to Regent. Blasts of 6 or 7 do no damage (you still add 5 to Regent's energy counters, however), and stronger energy blasts injure Regent.

Remove those counters at the start of your turn to add to Regent's Energy Blast and/or to his Defense value; the increase to his D lasts only until the start of his next turn. Regent can boost his D value to a maximum of 8 by expending his energy counters.

Regent can hold up to 20 counters at one time, and can choose not to absorb energy if he is near his limit. If he absorbs more than 20 counters' worth of energy, he suffers one injury and the counter total remains at 20.

Regent can also remove 10 counters and undo one injury.

POINT VALUE: +2.

Santini, Ben

I.O. Control:

If Santini does not attack, he may summon one nonunique I.O. character from your resources to your staging area. Point cost is paid during your next Recruit/Equip phase.

POINT VALUE: +1.

Savant

Arcane Knowledge:

If she forgoes her next attack, Savant may negate the effects of any one plot twist.

POINT VALUE: +1.

Buried Starship Benefit: <

If Savant is active in a battle over the BURIED STARSHIP, her player gains +1 Recruit/Equip point each turn Savant is active.

POINT VALUE: +0.

Satchel (extra):

If Savant is not using her Magick to mimic a special ability, she gives her player +2 Recruit/Equip points.

POINT VALUE: +2.

Seven-League Boots:

She may also make C attacks against flying defenders, but loses her next attack. If she forgoes her next two attacks, Savant may retrieve one character (plus their equipment) from your holding area.

POINT VALUE:+1.

Savoy, Johnny

Rock Star:

Savoy is a world-famous rock star. He can use his fame, wealth, and influence to negate any plot twist that is directed against him or that affects him personally. He cannot extend this protection to others unless he benefits from using this special ability.

POINT VALUE: +2.

Soldier

C
ombat Veteran:
While active, Soldier can negate your opponent's teamwork bonuses.

POINT VALUE: +1.

Experience:

Soldier can negate any one combat card played against him during his defense turn.

POINT VALUE: +1.

Military Ordinance:

If he has not been equipped with a firearm, Soldier can summon one firearm with an Equip cost of 4 or more from your resources if he forgoes an attack. He cannot have more than one firearm on his person at once, nor can he summon firearms for his teammates using this ability.

POINT VALUE: +1.

Spartan & Upgraded Spartan

Cel-Packs:

Place two counters on Spartan. Discard one to undo a single injury. If killed, Spartan cannot be resurrected through the use of cel-packs.

POINT VALUE: +2.

CLARIFICATION Immunity:

Spartan is immune to Possession and all non-enhanced or telepathic Psi attacks; he can never gain Psi powers.

Forcefield:

If he forgoes an attack, Spartan can add +3 D to himself or +1 D to all characters in one rank until the start of your next turn. If he gains the equipment card PERSONAL FORCEFIELD, it gives him an extra +1 D.

POINT VALUE: +2.

Replacement Body (Spartan only):

If Spartan is destroyed, he can be returned to play on the second turn afterward by paying eight Recruit/Equip points. The "new" Spartan goes to your staging area. Equipment on the "killed" Spartan is discarded and the opposing player retains the points for defeating the dead cyborg. Upgraded Spartan cannot take this enhancement.

POINT VALUE: +2.

Errata:

Remove Kherubim from his labels. Neither Spartan nor Upgraded Spartan is affected by any cards that target Kherubim characters-- he has no biological components. For non-chase Spartan only, remove STORMWATCH from his TEAM affiliations.

POINT VALUE: -1 for the non-chase Spartan only.

S'ryn

Ally:

If S'ryn forgoes an attack, he may summon Pike or Hestia from your resources.

POINT VALUE: +1.

Megalomaniac:

S'ryn cannot be controlled by any form of psionic domination.

POINT VALUE: +1.

Wildlife Organized Research Benefit:

If S'ryn is active in any battle over WILDLIFE ORGANIZED RESEARCH, his player gains +1 Recruit/Equip points each turn S'ryn is active.

POINT VALUE: +0.

Stricture

Serpent Body:

Stricture's elastic body negates the effects of any attack combat cards that involve grabbing, grappling, wrestling, or throwing a defender. However, he is -2 D vs. any card effects that produce cold.

POINT VALUE: +1.

Sunburst

Ally:

By forgoing an attack, Sunburst may summon Nautika from your resources. Pay the Recruit/Equip cost during your next R/E phase.

POINT VALUE: +1.

Crippled:

Sunburst can still fly, but he cannot Switch Ranks if he is grounded. If grounded and unable to fly, his Energy Blast, C and D are all -2.

POINT VALUE: -2.

Plasma Blast:

Sunburst can generate an omnidirectional blast of plasma. This counts as a R 9 attack against every character in the opponent's closest rank; it is also a R 6 attack against every character in your frontmost rank. Any successful attack inflicts two injuries. If any character is killed, you do not gain any points for that character. The battlesite loses 7 points from its campaign point value; if the battlesite's campaign point value drops below 0, you lose as many points as the negative point total from your Points.

POINT VALUE: +3.

Synergy

Activator:

By forgoing her attack, Synergy can "activate" any non-labelled character. This adds +1 to the target's C and D AND gives the target an Energy Blast (roll 1d6+1 to determine value) and Flight; the target character also gains Seedling as a label. The character's Point Value increases by +3. This effect is permanent.

She can also temporarily negate any Seedling's powers by making a successful C attack on the target Seedling. The target loses -1 C and D and any special abilities possessed (except Tech, Leadership, or Magick).

POINT VALUE: +3.

Taboo

Calobis Connection:

Taboo's suit is made from the DNA of an ancient vampire. In a campaign game, add one counter for every enemy that Taboo defeats (K.O.'s). When she has four counters, she MUST kill; if there are no opponents available, she must kill a teammate. This enhancement MUST be taken if Hypnotic Control and/or Morphing Armor are taken.

POINT VALUE: -1.

Errata (R Downgrade):

Taboo unskilled with firearms. For all firearm attacks, reduce her R value to 0.

POINT VALUE: +0.

Hypnotic Control:

If Taboo makes a successful Psi attack against a defender, she can control that defender until the start of her next turn; if she forgoes her next attack and is still active, she may continue to control the defender for an additional turn, but loses control after that. The defender is not injured if she uses hypnotic control to dominate them. She may only control one defender at a time and the defender must be within C combat range at all times for this control to function.

POINT VALUE: +1.

Morphing Armor:

Taboo can add +1 to her C, but is -1 to her D until the start of her next turn. She can also ignore the Inaccessible plot twist card.

POINT VALUE: +1.

Motormouth:

If Taboo forgoes an attack, she can negate one attack by bluffing her opponent; this tactic does not work against multiple opponents.

POINT VALUE: +0.

Threshold

Ally:

If he forgoes an attack, Threshold may summon Bliss, Ivana, or a Deviant from your resources to your Staging Area. The Recruit cost is paid during your Recruit/Equip phase.

POINT VALUE: +1.

Martial Arts Training:

Add this skill to Threshold's card.

POINT VALUE: +0.

Union

Energy Transfer:

Whenever Union is attacked by an Energy Blast up to a value of 6, add that number of counters to Union. Blasts of 7 or 8 do no damage (you still add 6 to Union's energy counters, however), and stronger energy blasts injure Union.

Remove those counters at the start of your turn to add to Union's Energy Blast and/or to his Defense value; the D value increase lasts until the beginning of your next turn. Union cannot raise his D higher than 8 by expending these counters.

If Union's controller removes 14 or more counters, bringing Union's Energy Blast up to 20 or higher, it becomes a Super Energy Blast (see below).

Union can hold up to 20 counters at one time, and can choose not to absorb energy if he is near his limit. If he absorbs more than 20 counters' worth of energy, he suffers one injury and the counter total remains at 20.

Union can also remove 10 counters and undo one injury.

POINT VALUE: +2.

Super Energy Blast:

If Union uses an Energy Blast of 20 or more, it becomes supercharged and does a horrifying amount of damage to everything nearby.

Union's controller allocates the 20 points of the Energy Blast to any opposing characters he chooses, but every opposing character must be assigned at least 1 point from this Energy Blast. (It's sort of like a shotgun blast-- the energy scatters some.)

Also, 10 points of damage are directed against Union's allies. These points are allocated by Union's opponent. Again, each character on Union's side must take 1 point from the Energy Blast-- it can't all go to one person. The opponent gains points for any of Union's allies who are K.O.'d by the blast.

Lastly, the Battlesite subtracts 10 points from its value. If the new value is 0 or less, the Battlesite is destroyed and the player with the higher number of points becomes the winner.

If he uses a Super Energy Blast and the game is still going, Union cannot attack on his next attack phase.

POINT VALUE: +1, but requires the above enhancement to use.

Virtual Bob

Errata:

Remove his Gen-Active label; he's a normal human.

POINT VALUE: +0.

Void

Energy Shield:

If she forgoes an attack, Void gains +3 D until the start of your next turn. If she prefers, she can give this defense bonus to any one teammate instead.

POINT VALUE: +0.

Self-Teleport:

Void can teleport herself to your staging area once per battle.

POINT VALUE: +0.

Voodoo & Possessed Voodoo

REPLACE TEXT Depossession:

When Voodoo uses her Psi as a Close attack, add +4 to her Psi vs. all Daemonites.

Daemonite Genes:

Voodoo is affected by any cards that target Daemonites (including Daemonite Search) BUT she cannot possess other characters.

POINT VALUE: +0.

Life Drain:

If she makes a successful C attack on an opponent, Possessed Voodoo may drain the life from any defender whose base Point value is 6 or less; the defender is killed and cannot be recovered by any card effect-- they are permanently dead. When this ability is used, Possessed Voodoo heals one injury. You earn NO points for characters that she kills with this ability.

POINT VALUE: +2.

TEAM:

For Possessed Voodoo only, replace WildC.A.T.s and Cabal with Tapestry under TEAM affiliations.

POINT VALUE: +0.

WarBlade

CLARIFICATION (Cybernetics (4))

WarBlade has a Tech value of 4 for anything related to Cybernetics. It is not a separate nor a latent ability.

"Murder Tree":

WarBlade may make two C attacks in one turn OR one C attack against a flying defender, but is then -2 D until the start of his next turn. He cannot combine this ability with Rage.

POINT VALUE: +1.

Subterfuge:

Add to WarBlade's card.

POINT VALUE: +1.

WarGuard
(Doreen, Hexon, Judgment, Nychus, Stricture, Talos)


Combat Value Upgrade:

Add +1 to all combat values of all WarGuard (except Doreen).

POINT VALUE: +1 each.

Energy Resistance:

Add +1 D vs. Energy Blasts (except Doreen).

POINT VALUE: +0 each (except Doreen).

Fearsome Reputation:

Add +1 D for every 2 active WarGuard characters.

POINT VALUE: +1 each.

Team Tactics:

Add +1 C and R for every 2 active WarGuard characters.

POINT VALUE: +1 each.

Winter

Lesser Energy Transfer:

Whenever Winter is attacked by an Energy Blast up to a value of 6, add that number of counters to Winter. Blasts of 7 or 8 do no damage (you still add 6 to Winter's energy counters, however), and stronger energy blasts injure Winter.

Remove counters to add points to Winter's Energy Blast value and/or to his Defense value; the D increase lasts until the beginning of your next turn. Winter can only increase his D to a maximum value of 8 by expending his energy counters.

Winter can hold up to 12 counters at one time. He can choose not to absorb energy if he is near his limit. If he absorbs more than 12 counters' worth of energy, he suffers one injury and the counter total remains at 12.

Winter can also remove 10 counters and undo one injury.

POINT VALUE: +1.

Zealot

Leadership (Coda only):

Zealot can give any Coda (or character with Coda Training) a +1 attack bonus. POINT VALUE: +1.

Spawn ®

These two optional systems offer you ways to boost Spawn's magickal power in WildStorms. But remember: once that power is gone, so is Spawn!

There is also an enhancement for his living costume.

1) THE 10 COUNTER RULE

Place ten counters on Spawn when he is brought into play. Every time that Spawn uses Magick, remove one counter. When all counters are removed, Spawn is taken out of play.

Spawn's Magick value remains at 6 and does not decrease, as is stated on the card, using this system.

POINT VALUE: +1.

2) THE MAGICK POOL

When Spawn is brought into play, place 30 counters on Spawn. If Spawn mimicks a special ability, remove 1 counter (exception: remove 4 for Teleportation). If Spawn uses an Energy Blast attack at a value of 7, for example, remove 7 counters. The number of counters removed represents how much Magick Spawn expends. Again, once all of the counters are gone, Spawn is out of play. Special Note: Spawn CANNOT benefit from the Magick Boost card-- his counters cannot be restored once they are spent.

Spawn can use 10 counters per attack or defense phase-- he can't put all 30 points into one devastating energy blast.

This is the most flexible system, because Spawn's player can exercise fine control over how much energy Spawn is using, much like the comic; he can waste lots of energy on huge attacks or conserve energy by nudging up his physical attacks with a little extra magickal help.

However, with this system, Spawn's Magick does not automatically operate at a 6, as listed on the card. His Magick is only as powerful as the number of counters that the player wants to use.

Further, once Spawn's controller declares how much Magick he is using, whether it's for an attack, defense, or special ability, that Magick is gone. It can't be taken back later or redistributed if a better opportunity shows up.

POINT VALUE: +1.

Living Costume:

At the start of your turn, allocate +2 to Spawn's C or D OR Spawn can make one extra C attack at -2; this second attack is made by his costume's chains or cape. This secondary attack can be made against flying opponents.

If this secondary attack succeeds, Spawn has a choice. He can automatically inflict one injury each turn OR he can elect to do no damage to the target defender.

If Spawn doesn't inflict an injury, the defender is -3 D and cannot attack or use any skills (including teamwork or Leadership) until:

    a) Spawn is K.O.'d;
    b) a successful attack against a D of 6 is made; or
    c) Spawn chooses to release the defender. While a defender is held by his costume, Spawn can attack once normally but cannot gain any benefit from his costume.

POINT VALUE: +2.

TEAM:

Replace None with Angela.

POINT VALUE: +0.

(SPAWN is ® and (TM) Todd McFarlane Productions, 1996.)

© 2018. WildStorms, all characters, and all images are properties of their respective owners.

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