Champion Design

Step 1: Champion Type
There are Three Champion Types: Assassin, Assault, and Annihilator. Each type has a universal Cost of 1 Point.

Assassin Stats: 6 HP, 6 Movement, 5 Attacks.

Assault Stats: 10 HP, 4 Movement, 4 Attacks.

Annihilator Stats: 15 HP, 3 Movement, 2 Attacks.

Step 2: Choosing Powers

Your Hero (or Villain) may have any number of Powers, but bear in mind that each Power has a Point Value that contributes to your Champion’s total Cost. If their point Cost exceeds what is usable in a Mode, that Champion cannot be used in that Mode. If their Cost is exactly equal to the Points usable for a Mode, that Champion is all you can deploy.

Refining: A Power can be Refined if it has Uses. Every time you Refine a Power, its Power Cost Doubles, and you add 2 Uses to it. EXAMPLE: Red Reaper decides he wants to Refine Energy Blast. Energy Blast’s Point Cost becomes 4, and it now has 7 uses instead of 5. If he refines it further, its Point Cost will become 8 and its Uses will become 9.

POWERS

MARTIAL ARTS PROFICIENT: Allows use of Martial Arts. Point Cost: 1

MELEE WEAPONS PROFICIENT: Allows use of Melee Weapons. Point Cost: 1

LASER WEAPON PROFICIENT: Allows use of Firearms. Point Cost: 1

BATTLESUIT PILOT: Allows use of Battlesuits. Point Cost: 5.

ENERGY BLAST: Make an R6 3 Damage Attack. Usable 5 Times per Battle. Point Cost: 2

FLIGHT: +2 Movement Speed. Point Cost: 2

SUPER STRENGTH: +2 Damage per Hit. Point Cost: 2

ENHANCED DURABILITY: +10 HP. Point Cost: 4

ENERGY BLOCK: Ignore 1-3 Damage. Usable 5 Times per Battle. Point Cost: 4

SUMMON WISP: Bring a 2 HP, 3 Movement 3 Attacks, 4+A/4+D Wisp into Battle Adjacent to you. Usable 1 Time per Battle. Point Cost: 4

EXPERT DEFENSE: +1 to all Defense Rolls. Point Cost: 5

EXPERT OFFENSE: +1 to all Attack Rolls. Point Cost: 5

TELEKINESIS: Move a Character up to 5 Squares. Usable Twice per Battle. Point Cost: 5

FLAME BLAST: Deal 2 Damage to a Foe in Range 6. They take 1 Damage at the start of their next Turn. Usable 3 Times per Battle. Point Cost: 5

FROST BEAM: Deal 2 Damage to a Foe in Range 5. Their Movement and Attack Speeds are reduced to 1 for the next 2 Rounds. Usable Twice per Battle. Point Cost: 5

STORM SURGE: Deal 2 Damage to all Foes in Range 5. Usable Twice per Battle. Point Cost: 5.

DUAL WIELDER: Double your Attack Speed. Point Cost: 10.

POWER ATTACKS: Whenever you Roll a 6, that Attack ignores Enemy Defense and deals 3 Damage. Point Cost: 10

DURABILITY: +10 HP. Point Cost: 10

WILL TO SURVIVE: When you are reduced to 0 HP, Roll a Dice. if the result is 6, you are not Defeated and are healed +1 HP. Point Cost: 10

CHAMPION GEAR OPTIONS

To use any Gear, you must have the necessary Proficiency. This applies to all Gear except Basic Armor. You may have two weapons and one Armor. To change which weapon you are using, use 1 Attack Action and declare the switch.

Martial Art: Boxing: 4+A, +1 Damage per Hit.

Martial Art: Karate: 4+A, +1 Attack Speed.

Martial Art: Judo: 3+A, Whenever You Hit a Foe, you may move them to a different Adjacent Square.

Martial Art: Brawling: 5+A, +3 Damage per Hit.

Laser Pistol: LAW 21: 4+A, R4, +1 Attack Speed

Laser Pistol: Sharp 269: 3+A, R4

Laser Pistol: Dreadnought Hand Cannon: 3+A, R3, -1 Attack Speed, +2 Damage per Hit.

LSMG: Skyshredder Ripstorm: 5+A, R4, +4 Attack Speed.

LSMG: PQ960: 5+A, R5, +3 Attack Speed

LAR: M54: 4+A, R6, +2 Attack Speed, +1 Damage per Hit.

Melee Weapon: Energy Sword: 3+A, +2 Attack Speed.

Melee Weapon: Baseball Bat: 5+A, -1 Attack Speed, +2 Damage per Hit.

Normal Light Armor: 5+D, +2 Movement Speed

Normal Medium Armor: 4+D

Normal Heavy Armor: 3+D, -1 Movement Speed

Battlesuit: Thermopylae: 3+D, Grants the Energy Block Power, you may only carry 1 Weapon.

Battlesuit: Juggernaut: 3+D, Grants the Dual Wield Power. You may only Carry 1 Weapon.

Battlesuit: Archangel: 4+D, +2 Attack Speed and Movement Speed.