So Avengers Assembled brought us AVAS037 Manifold. He’s a great transport character, but unlike the very similar SLOSH022 Gates, you need to share a Keyword with Manifold for him to Carry your team and ignore combat symbols. He’s got the Avengers Keyword, but there are plenty of good flyers with the Avengers keyword. He’s also got the Secret Warriors Keyword… and he is the only figure in Modern Age that has it. Bummer, right?
Thankfully, that is not the case! Why? Because of ATA033 Secret Warriors!! It states: “Before you reveal your force, choose the H.A.M.M.E.R., Hydra, or S.H.I.E.L.D. keyword. Characters using this team ability also possess the chosen keyword. Uncopyable.” Due to the strange wording I checked online and there is a ruling saying that this ATA works like you think it should (i.e., Manifold would get the chosen keyword… “As You Build your force.”). Manifold can get the H.A.M.M.E.R., Hydra, or S.H.I.E.L.D keywords as long as everyone else on the team has those keywords. Essentially he is a walking Quinjet for those keywords (which all happen to sorely need good transportation, natch). This is something I have been looking for since I drafted Hal Jordan into S.H.I.E.L.D. last year.
Here are some teams that explore how Manifold’s extra mobility really helps these keywords that are full of mostly grounded characters.
Team Name: The Hand’s Lawnmower Man
Keyword Theme: The Hand
Roster: DP103 Wolverine, Agent of Hydra, AVAS037 Manifold (with ATA033 Secret Warriors), DP006 Hand Ninja, DP006 Hand Ninja, DP006 Hand Ninja, WOLR106 Power Battery (Star Sapphires) – (WOLR306 Star Sapphire Ring, WOLR200.11 Bulldozer (Green), WOLR202.11 Bulldozer (Red), WOLR206.11 Bulldozer (Violet))
Total = 300 Points
How it Works: This a simple team with a simple plan.
AVAS037 Manifold Carries the three Hand Ninjas while hiding behind their Stealth. When a prime target wanders into his killbox (which, in this Build, has an incredibly impressive Threat Range of 11 squares! Don’t worry, we’ll do the math on that in a second.) it’s time for Manifold to strike with his 3 Ninja cargo!
[EDITOR’S NOTE: Okay, let’s do some quick Heroclix math (and remember, class, you have to show your work): Manifold can move 10 squares while using Carry and he can drop his Hand-y passengers off in the adjacent squares ahead of him, where they can each make close combat actions AS FREE ACTIONS. (The fact that the attacks are Free Actions is the only reason this works–Ninwashui will explain why they’re Free Actions in a second when he gets to their Special Damage Power). 10+1=11 square melee Threat Range for Manifold and the Hand Ninjas! Great job class!]
So Manifold Phases forward Carrying his secret ninja payload and drops them adjacent to a fat, juicy, sizzling opposing character just begging to be lit up. All three DP006 Hand Ninjas [EDITOR’S NOTE: They are freaking AMAZING in this Build.] can then immediately attack due to their Special Damage Power “THERE’S ALWAYS MORE NINJAS: When Hand Ninja is adjacent to at least one friendly character with the Hand keyword, Hand Ninja can make a close combat attack as a free action.” On the offensive side these guys have a 10 Attack Value, Precision Strike, and the option of generating automatic Knockback due to their Bulldozer constructs. This can add extra damage by knocking people off of Elevated ledges or repeatedly bouncing them into walls.
It will also be easier for them to hit because DP103 Wolverine, Agent of Hydra is on the board, and he happens to be badass in a can. He has a Trait that says “MY KIND OF HYDRA: When friendly characters use the Hydra team ability, they can also affect close combat attacks and don’t need line of fire to the target.” On the defensive side, Hand Ninjas will have Stealth, Shape Change and Mystics (once they have a Construct), and their Trait “RETURN FROM DEATH: When Hand Ninja would be KO’d while adjacent to a friendly character with The Hand keyword, roll a d6. On a result of 5-6, Hand Ninja isn’t KO’d and after actions resolve, is placed in your starting area on click #2 instead.”
Since Wolverine isn’t being carried by Manifold, he can either choose a different target to go after or he can arrive the following turn after your big attack to shore up your line of ninjas. Manifold is mostly there for transportation, but his TK and Barrier can also help the team out if they get in a pinch (as you can pull back an attacker or block lines of fire as needed, natch.).
[EDITOR’S NOTE: Stop trying to bring “natch” back, Ninwa. It ain’t going to happen.]
As the Hand Ninjas fall in battle, their constructs can be reassigned to Wolverine and Manifold as needed.
Team Name: The Secret Warriors of S.H.I.E.L.D.
Keyword Theme: S.H.I.E.L.D.
Roster: CATWS017 Captain America and Black Widow, AVAS037 Manifold (with ATA033 Secret Warriors), CATWS013 Agent 13, CATWS005 S.H.I.E.L.D. Agent, Edwin Jarvis ID Card, FIR100 The Book of the Skull (FIR101 Kuurth’s Hammer, FIR106 Nul’s Hammer, FIR107 Angrir’s Hammer)
Total = 300 Points
How it Works: CATWS017 Captain America and Black Widow was easily the most powerful character to come out of the Winter Soldier set. It has a few short comings as a Primary Attacker that are now easily overcome by this team.
The piece’s biggest weakness was that it could not be Carried (since it has the “Duo” Symbol), so it always arrived a little late to the battle–and with a action token already weighing on it. Now with AVAS037 Manifold, that is no longer a problem. Manifold says “PORTALS OF SPACE AND TIME: Manifold can use the Carry ability. When he does, he may carry up to 3 friendly characters regardless of their combat symbols if they each share a keyword with him. When Manifold is given a move action and actions resolve, you may give him a free action and friendly characters adjacent when this action was given modify their defense values by +1 until your next turn.” Now, a lot of folks looked at Manifold’s Trait and said, “Hey, he can Carry flyers!” Well, the Duo Symbol is also a Combat Symbol. Thus, Manifold can Carry a single base Duo figure.
Angrir’s Hammer takes care of Captain America and Black Widow‘s Attack Value (which was already a solid 11) and lets them use Steal Energy with their duo attack! CATWS005 S.H.I.E.L.D. Agent lets them use Empower for close encounters and the S.H.I.E.L.D. T/A for long distance fights. However, his number one reason to be on the team is “TAKE A BULLET IN THE LINE OF DUTY: When a friendly character with the S.H.I.E.L.D. keyword and a higher point value is within 8 squares, that character can use Mastermind, but only to deal damage to friendly characters with the name S.H.I.E.L.D. Agent.” That should let your Primary Attacker completely ignore the first damage it might otherwise take. CATWS013 Agent 13 is on the team both for limiting opposing free actions and for bypassing opposing defenses. Giving her Kuurth’s Hammer should allow her to make it to her targets easier and allow her to clear away any troublesome walls or Barrier tokens.
And if you give Manifold Nul’s Hammer, he can use the Willpower it gives him to use Carry and Barrier more often. Or, the +2 Attack Value and Running Shot (plus the slight bump to his Range Value) it also grants makes him a decent Secondary Attacker.
So there you have it. In the never-ending war between S.H.I.E.L.D. and Hydra, one man may make the difference between a world a chaos… or a world of order. Which Build would you rather play?
Sound off in the Comments below!
3 thoughts on “Team Ideas – The Many Faces of Manifold”
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