Here’s the line-up everyone’s been waiting for, the down and
dirty fighters of the X-men. These are
the models that mix it up at close range and leave piles of broken badguys in their
wake. And in addition to the previous
rules I invented for my x-roster, here’s a third special superheroic rule:
Powerhouse: A powerhouse character has superhuman
strength and stamina, able to tear down buildings in a single pound...ing. Pounding.
In 40k terms, they are almost a monstrous creature squeezed into a
tighter, spandex-wearing package. The
Powerhouse special rule is actually a bundle of other rules that all go
together: Smash (including that their melee attacks are AP2), Hammer of Wrath,
Strikedown, and Move through Cover (cuz they smash their way through). Powerhouse characters also commonly have an
invuln save.
1. Colossus
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BS
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I
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A
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Ld
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Sv
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4
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3
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8
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7
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3
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3
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3
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8
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2+/4+
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SuperHeroic Recovery
(SHR), Independent Character,
Powerhouse: Colossus is the strongest of the X-men
and has all of the abilities listed in the Powerhouse
collective rule.
Osmium Steel: Colossus is made of living steel. As such he has a 2+ Armor Save and 4+ Invuln
save.
Fastball
Special: If Wolverine is in
coherence with him, they can make their signature move. This counts as both Colossus’s and
Wolverine’s Move for the turn, so they do not actually Move. Instead Wolverine is thrown 3D6” in the
assault phase; this should be at an enemy but doesn’t have to be—if Wolvie just
needs to be thrown over obstacles that’s fine too, and he is moved up to the
distance thrown whether he makes contact with the enemy or not. These 3D6” count like jump infantry and go
over terrain, other models, etc, and he may reroll one of the three dice for
better distance if needed. In addition,
when thrown into combat this way Wolverine makes D3 Hammer of Wrath impact hits
instead of one. Colossus, however,
cannot charge in the same turn. He is
essentially a mutant catapult for his turn.
2. Wolverine
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BS
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A
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Ld
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Sv
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7
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4
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4
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5
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3
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5
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D6+1
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9
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6+
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Independent Character,
Super-Spandex, Acute Senses
Adamantium Claws: Wolverine’s infamous claws are paired close
combat weapons (A+1 already in profile) with the Shred (reroll to wound) and
Rending special rules. In addition,
being Adamantium, he rends on rolls of a 5 or 6 (not just a 6), and when Rending
against vehicles and buildings he adds an extra D6 for penetration (not a D3).
Adamantium Skeleton: His heavy, unbreakable bones give him
Toughness +1 (already included in his stat line) and allow him to inflict a
Hammer of Wrath impact hit on the charge.
Berserker Rage: When in close combat, Wolverine rolls D6 for
his number of attacks. His extra hand
weapon is included in his stat line (thus D6 +1). You then any charging or special bonuses on
top of that. His fury also makes him
Stubborn.
Healing Factor: Wolverine
heals at an incredible rate, making him nearly impossible to kill. Against wounds suffered he makes Feel No Pain
rolls for 4+ and can do so even against Instant Death. He also benefits from the It Will Not Die
rule, regaining a wound on a 5+ per turn.
SuperHeroic Recovery
(SHR): Because of his mutant healing
factor, Wolverine makes his first SHR roll for a 4+ instead of a 6. If he is then killed a second time he makes
it on a 6. After that, even his body can
take no more—there is no third try to recover.
Black Ops: Logan ’s
history as a special forces operative and give him the Stealth, Infiltrate,
Scout, and Move Through Cover special rules.
He also has Acute Senses.
3. Thunderbird
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BS
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A
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Ld
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Sv
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5
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4
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5
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5
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3
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4
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3
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8
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4+/6+
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SHR, Independent
Character
Power House: His Strength, Toughness, and Saves
reflect his role as a powerhouse and he has all the special rules associated
with it.
Totem Spirit: Thunderbird emulates the animal world. As such, he counts as Beast in all respects
and likewise Moves 12” and has Fleet and Move Through Cover.
4. Rogue
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BS
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S
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I
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A
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Ld
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Sv
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5
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4
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6
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6
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3
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4
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3
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8
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4+/5+
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SHR, Independent
Character, Psyker (mastery level zero)
Aggressive Flyer
& Power House: Rogue is one of
the X-men’s most aggressive brawlers and her temper often results in
destruction.
Absorption: Rogue’s true mutant ability is to absorb
the powers and abilities of others (and in game terms, she counts as a
level-zero Psyker). When she inflicts unsaved
wounds in close combat, Rogue makes a Ld check.
If she passes then she absorbs a random ability or special rule from one
model she wounded. If more than one
model was wounded and they have different abilities or rules, randomly choose
which model, then randomly choose which ability. Rogue will have this new power until such a
time as she absorbs a new one and as she cannot control this power she must always test to do so when she
inflicts melee wounds. If the model she
absorbed from survived the attack it loses the ability for the rest of the
game.
5. Psylocke
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BS
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S
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A
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Ld
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6
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4
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3
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3
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2
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5
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3
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9
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6+/*
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SHR, Independent
Character, Psyker (mastery level 1), Super-Spandex
Ninja: In close combat Psylocke benefits from a 5+
Invuln save due to her agility. She also
has the Stealth, Scout, Infiltrate, and Move Through Cover special rules.
Psi-Screen: Psylocke telepathically hides herself and
any unit within 6” – they all count as Shrouded against ranged attacks.
Telepath: Psylocke is a level 1 Psyker and knows two
powers from the Telepathy list.
Psi-Knife: “The focus total of her telepathic powers,”
in close combat her attacks are resolved using her Ld as Strength (9) and the
targets’ Ld in place of their Toughness (so check to wound with Ld vs Ld). As such her psi-knife can only effect targets
with a Ld value. The psi-knife acts as an
AP2 force weapon, so if she expends her Warp Charge into the knife her attacks cause
Instant Death.
**Note that my model for Psylocke is an older one. Below is a Heroclix image stolen from the
internet that would be more appropriate.
***Please also note that I’m an X-fan from way back and
haven’t been following them in recent years.
My interpretations may be dated.
I make no claims to “nail it” for any of these guys. I’m just having fun here.