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Marvel Champions LCG: Rogue

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Marvel Champions LCG Rogue

“Sugah, all you’re doin’ is makin’ me mad.” – Rogue

Cursed with an uncontrollable ability to absorb the powers and memories of anyone she touches, Anna Marie ran away from home as a teenager. Professor X offered her a place at his school where she could learn to harness her power for good. Now, she fights for justice as a member of the X-Men, Rogue!

Fantasy Flight Games is excited to announce the Rogue Hero Pack for Marvel Champions: The Card Game!

This southern belle blasts her way into battle with this expansion pack, which introduces Rogue as a new playable hero along with her sixteen signature cards. With a pre-built Protection deck ready to play from the get-go, you’ll be able to stop the villain’s attacks in their tracks from the moment you open the box. With her abilities changing depending on who she touches, Rogue is a versatile hero who can face any threat.

This hero pack also includes a bonus modular encounter set featuring the cybernetically-enhanced Reavers!

Goin’ Rogue

Anyone familiar with Rogue (Rogue, 1B) knows her iconic ability well: she can absorb the powers of anyone she touches.

 

In Marvel Champions, this incredible ability is represented by Rogue’s Touched (Rogue, 2) upgrade. By using the Skin Contact ability on her identity card, Rogue can attach Touched to any other character in play, friend or foe. The new ability she gets from Touched depends on the type of character it’s attached to, but that’s only the beginning. Cards like Goin’ Rogue (Rogue, 5) and Southern Cross (Rogue, 6) gain additional effects depending on the powers she’s absorbed. If Touched is attached to an enemy, Rogue can use Bulletproof Belle (Rogue, 8) to completely negate their attack, and if it’s attached to a friend, Rogue can borrow an extra bit of their power with Superpower Adaptation (Rogue, 9). If you ever need a boost, you can use Energy Transfer (Rogue, 7) to attach Touched to a new target to both heal and ready Rogue at the same time. And of course, Rogue’s kit would not be complete without Gambit (Rogue, 3) on call to help her out when needed.

 

While she already has plenty of options through her signature cards, Rogue’s pre-built deck gives her even more tricks up her sleeve. Call on Iceman (Rogue, 10) to freeze minions as they enter play, then lower the damage from the villain’s attacks with Judoka Skill (Rogue, 14). Combine that with Not Today! (Rogue, 16), and you can remove a bit of threat during the villain phase, which could seriously help in a pinch. While you’re in alter-ego form, you can call on Moira MacTaggert (Rogue, 18) to give yourself an extra card when you flip back to hero form, and you can utilize the X-Gene (Rogue, 19) to generate resources for identity-specific events. (Note that Rogue can use this resource to help pay for other heroes’ events that she borrowed with Superpower Adaptation!)

Cybernetic Enhancements

As we mentioned earlier in this article, the Rogue Hero Pack also includes a brand-new modular encounter set. This set features the Reavers, a team of cybernetically-enhanced criminals and old enemies of the X-Men. Their leader, Donald Pierce (Rogue, 29), can bring more of his team—such as Skullbuster (Rogue, 30), Bonebreaker (Rogue, 31), and Wade Cole (Rogue, 32)—into the fray, and since they all have the “teamwork” keyword, he’ll then immediately cause all of the Reavers in play to activate! Combine that with their signature Cybernetic Enhancements (Rogue, 35), and this is one team of criminals who are not to be messed with.

As with all other modular encounter sets, the Reavers set can be added to any scenario for some extra challenge. Can you stop these criminals before they overwhelm you?