View Full Version : Suicide Squad/Task Force X
Batmite
September 15th, 2007, 01:24 AM
With the release of the latest JL HeroClix set, I finally have nearly every figure to field one of my favorite comic villain teams: Suicide Squad/Task Force X.
I went looking for my favorite members and found many aren't listed in the "A to z" thread yet. Any chance someone has any of the following characters somewhere?
Bronze Tiger
Captain Boomerang (Digger Harkness)
Count Vertigo
Deadshot
Doctor Light (Arthur Light)
Enchantress
Nightshade
Killer Frost (Louise Lincoln)
Chronos
Parasite (Rudy Jones) - The Parasite listed in the "Comic Book Heroes A-Z" thread is a broken link.
Chemo
Copperhead
Knockout
Thanks in advance for any help.
Batmite
September 15th, 2007, 01:27 AM
ALSO coming from WizKids is the Anti-Monitor of DC's Crisis on Inifinite Earths. Any chance someone has already got some Heroscape stats for this guy? I love to see a 5000 point version of him to tackle the Justice League. Crisis was one of my favorite comics back in the day and it looks like we will be getting figures of many of the major players. Possibly such classics as: original Monitor, Harbinger, Alex Luthor, and Pyscho Pirate.
Thanks
Jonathan
September 15th, 2007, 10:30 AM
Got some ideas for Killer Frost and Deadshot, but grad school's whupping me right now. Hopefully soon...
fostorial
September 15th, 2007, 06:44 PM
I am actuallygonna make a copperhead soon but I haven't had chance this week. gonna have a poison attack to lower defense and maybe an insta death constrictor ability. i'll post it when its done.
IAmBatman
September 16th, 2007, 12:58 AM
I've been planning for a while to make Bronze Tiger, Captain Boomerang, Deadshot, Doctor Light, Chronos, Copperhead, Anti Monitor, and Monitor, but I tend to make these guys as time allows, and grad school is wupping my butt as well.
When I do make them, I'll likely be too lazy to put them in the A-Z, but I'll add them to my locked display thread and I'll put up an update there saying they're up.
For now, here's my Parasite -
http://i148.photobucket.com/albums/s31/IBeBats/Man%20of%20Steel%20Master%20Set/ParasiteDC.jpg
allskulls
September 16th, 2007, 02:24 AM
Bats- Very interesting Parasite card, should be fun to play. Can I request that Dr. Light and Deadshot be first on your to do list? Just because I have those figures and was actually thinking of doing them myself but if you already had plans... :wink:
whitestuff
September 16th, 2007, 03:36 AM
I've accidentally changed the name of my Parasite card so the link in the A-Z list will need updating.
Here is the card.
http://i204.photobucket.com/albums/bb279/bwhit89/parasite-2.jpg
Someone with access here is the proper address for the card.
http://i204.photobucket.com/albums/bb279/bwhit89/parasite-2.jpg
Thanks :)
Batmite
September 17th, 2007, 01:42 AM
Very cool. Thanks.
I should have mention that I have the graphic skillz to put together cards but no real design ability. Sooooo if you have ideas for the characters mentioned above, I am more than willing to do the monkey work with a text file to make the cards. :)
IAmBatman
September 17th, 2007, 06:09 PM
Here's a new Deadshot I did. Tell me what you think.
http://i148.photobucket.com/albums/s31/IBeBats/DeadshotDCPreTNT1.jpg
IAmBatman
September 17th, 2007, 06:23 PM
If you feel like putting a card together for me ... here's my stab at Dr. Light:
Dr. Light
Human
Unique Hero
Scientist
Genius
Medium 5
LIGHT POWERED 10
Before moving, roll the 20-sided die. If you roll a 10 or higher, place a Light Marker on this card. If there are at least two Light Markers on this card, then all figures must be adjacent to targeted figures to attack them with a normal attack. At the start of each round, before placing Order Markers, remove all Light Markers from this card.
INVISIBILITY
Dr. Light can only be attacked by adjacent figures. There must be at least one Light Marker on this card in order for Dr. Light to use this power.
YELLOW ENERGY SPECIAL ATTACK
Range 7. Attack 5-8
Add one die to Dr. Light’s Yellow Energy Special Attack for each Light Marker on this card. Green Lanterns roll 2 fewer dice when defending against the Yellow Energy Special Attack.
FLYING
5 Life
Move 5
Range 1
Attack 4
Defense 4
230 pts.
IAmBatman
September 17th, 2007, 06:34 PM
Here's my first stab at Captain Boomerang. Not sure at all on the pricing. Since he's primarily a Flash villain, I tried to give him a power that matched up well with Flash.
Captain Boomerang
Human
Unique Hero
Rogue
Tricky
Medium 5
BOOMERANG SPECIAL ATTACK
Range 6. Attack 3.
Captain Boomerang may attack with his Boomerang Special Attack a number of times equal to the move number of his target.
BOOMERANG GLIDING
Instead of his normal move, Captain Boomerang may use Boomerang Gliding. Boomerang Gliding has a move 4. When counting spaces for a Captain Boomerang's gliding movement, ignore elevations. Captain Boomerang may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Captain Boomerang may not glide more than 25 levels up or down in a single glide. If a Captain Boomerang is engaged when he starts to leap, he takes any leaving engagement attacks.
4 Life
Move 6
Range 1
Attack 3
Defense 3
150 points.
IAmBatman
September 17th, 2007, 06:42 PM
Count Vertigo
Human
Unique Hero
Count
Ruthless
Medium 5
VERTIGO EFFECT
Before defending against an attack, you may roll the 20-sided dice.
- If you roll 6-10, subtract one skull from the attack.
- If you roll 11-15, subtract two skulls from the attack.
- If you roll 16-19, subtract three skulls from the attack.
- If you roll a 20, subtract all skulls from the attack.
If Count Vertigo’s Vertigo Effect reduces the amount of skulls rolled in an attack to none, the attacking figure may not roll defense if attacked by Count Vertigo on the ensuing turn.
FLYING
4 Life
Move 5
Range 1
Attack 4
Defense 4
160 points.
Again, not really sure on the cost/stats. I've been putting these up as I've thrown them together, so if they seem really off, I apologize!
IAmBatman
September 18th, 2007, 06:04 PM
BRONZE TIGER
Human
Unique Hero
Assassin
Disciplined
Medium 5
TIGER STRIKE
When Bronze Tiger attacks a hero figure, all skulls rolled count as two. When Bronze Tiger attacks a squad figure, all skulls rolled count as three.
DOUBLE ATTACK
When Bronze Tiger attacks, he may attack one additional time.
COUNTERSTRIKE
When Bronze Tiger rolls defense against a normal attack, all excess shields rolled count as unblockable hits on the attacking figure.
4 Life
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 6
180 points
Jonathan
September 18th, 2007, 08:58 PM
Is the targeting special like a counters ability, where if you do nothing with him on a turn you get a counter that can be spent on an extra die for an attack?
Also, I'd say he could use the sharpshooter after he moved, cause he's much more nimble than ol Deadeye, but then you'd have to call the ability something else :)
IAmBatman
September 19th, 2007, 12:14 AM
I didn't think a marker was really necessary for the Targeting ability since the bonus expires at the end of each round. I figured it wasn't asking too much to mentally keep track of whether you attacked with Deadshot on up to two turns before that round.
As for Sharpshooter, you make a valid point, but, yeah, I'd have to rename it to do that. Any thoughts?
Batmite
September 19th, 2007, 01:36 PM
Here they are. Let me know if you make any revisions so I can update the cards. Or even a quick prrofread to make sure I copied and pasted everything :)
Thanks for the cool cards IAmBatman!
http://farm2.static.flickr.com/1438/1405339163_a0f7258550_o.jpg
http://farm2.static.flickr.com/1144/1405339309_eaad448726_o.jpg
http://farm2.static.flickr.com/1017/1405339067_167f97238f_o.jpg
http://farm2.static.flickr.com/1374/1406226056_fe4dbffbbd_o.jpg
IAmBatman
September 19th, 2007, 01:50 PM
Very cool, Batmite. If you don't mind, I'll put those up (eventually) in my display thread.
I might get around to doing some others in a while, too. But first I have to grade more of these awful papers my composition students turned in ...
Jonathan
September 19th, 2007, 02:07 PM
I didn't think a marker was really necessary for the Targeting ability since the bonus expires at the end of each round. I figured it wasn't asking too much to mentally keep track of whether you attacked with Deadshot on up to two turns before that round.
As for Sharpshooter, you make a valid point, but, yeah, I'd have to rename it to do that. Any thoughts?
I thought "kill shot" but that may be too close to his actual name. Thanks for the clarification on the "targeting" thing.
Batmite
September 19th, 2007, 02:17 PM
Very cool, Batmite. If you don't mind, I'll put those up (eventually) in my display thread.
..
Please do so. they are 100% yours. I am terrible about spreading these around and I think the more people that play them, the better the feedback and balance.
Batmite
September 20th, 2007, 09:36 PM
http://farm2.static.flickr.com/1208/1414604987_1a85dfdbc0_o.jpg
So I have most of the graphics done for the rest of the team. Anyone else have ideas for the stats/powers on the rest of the Squad?
IAmBatman
September 20th, 2007, 11:09 PM
CHRONOS
Human
Unique Hero
Mastermind
Precise
Medium 5
FUTURE KNOWLEDGE
After any figure within clear sight of Chronos rolls defense against an attack, you may roll the 20-sided die.
If you roll a 1-9, the results of the roll stand.
If you roll a 10-15, you may change any one die from the attack or defense rolls to a blank.
If you roll a 16-19, you may change any two dice from the attack or defense rolls to a blank.
If you roll a 20 or higher, you may change all dice from the attack or defense rolls to blanks.
MANIPULATE TIME 16
After attacking, you may roll the 20-sided die once. If you roll a 16 or higher, you may immediately move up to two of your opponent’s unrevealed Order Markers to different Army Cards under your opponent’s control. This power may only be used once per round.
INITIATIVE 5
Any time Chronos is in play, automatically add 5 to initiative rolls.
4 Life
Move 6
Range 1
Attack 3
Defense 3
170 pts.
IAmBatman
September 20th, 2007, 11:23 PM
KNOCKOUT
New God
Unique Hero
Fury
Relentless
Medium 5
FEMALE FURY
Add one die to Knockout's attack for each figure she is engaged with.
SLOW HEAL
At the start of each round you have an Order Marker placed on this Army Card, roll the 20-sided die once. For any roll of 16 or higher, you may remove one Wound Marker from this card.
6 Life
Move 6
Range 1
Attack 5
Defense 6
300 pts.
edit: Oh, and she needs Superstrength, of course.
IAmBatman
September 21st, 2007, 12:11 AM
CHEMO
Creature
Unique Hero
Death Machine
Relentless
Medium 5
BIOHAZARD
After attacking, Chemo may roll one attack die for each figure within 4 clear spaces. Any skulls rolled count as one unblockable hit. If the figure is on a water space, any skulls rolled count as two unblockable hits.
REFORM 8
If Chemo would receive enough wounds to be destroyed from an attack, roll the 20-sided die. If you roll an 8 or higher, ignore all wounds.
2 Life
Move 5
Range 1
Attack 5
Defense 5
280 points
IAmBatman
September 21st, 2007, 12:58 AM
ENCHANTRESS
Human
Unique Hero
Enchantress
Conflicted
Medium 5
GIFT OF MAGIC 12
Enchantress starts the game with 12 Magic markers on her card. At the beginning of each round, you may place another Magic marker on this card, to a maximum of 12.
MAGIC TELEPORTATION
Instead of moving, you may place Enchantress on any unoccupied space within 1 clear space. Add 5 spaces to her teleportation for each Magic marker you remove.
MAGIC HEALING
For every 3 Magic markers you remove, you may remove one Wound marker from this card.
THIEF OF MAGIC
After moving, before attacking, if you remove 2 Magic markers, Enchantress may use one special power from the Army Card of any Enchantress, Spirit, Demon, or Wizard in clear sight for the rest of her turn.
5 Life
Move 5
Range 6
Attack 4
Defense 4
250 points
There may be too many powers for this card. If they don't all fit, we'll have to think about what's best to drop.
IAmBatman
September 21st, 2007, 01:08 AM
COPPERHEAD
Human
Unique Hero
Assassin
Relentless
Medium 5
MASTER CONTORTIONIST
Copperhead can move through all figures and is never attacked when leaving an engagement. Copperhead may fit under the castle door.
SLIPPERY FELLOW 10
If Copperhead is attacked and at least one skull is rolled, roll the 20-sided die to slip away. If you roll 1-9, roll defense dice normally. If you roll a 10 or higher, Copperhead takes no damage and may immediately move up to 6 spaces. Copperhead can only slip away if he ends his slippery move not adjacent to enemy figures.
SNAKEBITE 16
If Copperhead causes a wound with his normal attack, roll the 20-sided die. If you roll a 16 or higher, you may destroy the wounded figure.
4 Life
Move 6
Range 1
Attack 5
Defense 5
190 points
IAmBatman
September 21st, 2007, 01:36 AM
KILLER FROST
Human
Unique Hero
Scientist
Vengeful
Medium 5
ICY HEART
Killer Frost may move normally over ice and snow tiles.
ICE SHARD BREATH SPECIAL ATTACK
Range 5. Attack 4. When Killer Frost attacks with her Ice Shard Breath Special Attack, she may attack 2 additional times. She cannot attack the same figure more than once.
HEAT ABSORPTION
When a figure attacks Killer Frost with a power that has Fire, Flame, or Heat in its title, for any wound she would receive, you may instead remove one Wound marker from this card.
5 Life
Move 5
Range 6
Attack 4
Defense 6
180 points
Real iffy on what point range she should be in.
Jonathan
September 21st, 2007, 07:24 AM
Enchantress seems cool, and since they're all small powers, it might work. You could also fold them all into one power, with little bullets for what she can do with each amount of counters.
Killer Frost looks great, although because she doesn't fly and is a medium fig, I might cost her less than Nilf. Hard call, due to her 6 range, and high defense, but only playtesting will tell.
IAmBatman
September 21st, 2007, 11:58 AM
I think you're right about the no flight thing on Killer Frost, though. I'm going to tack her down to 180 for now.
Batmite
September 22nd, 2007, 01:26 AM
http://farm2.static.flickr.com/1023/1421595364_c542a9df42_o.jpg
She's awesome! Thanks! I'll get to the others soon.
BTW I am adding a "freshness date" to the lower left of the cards. I find that with the many modifications that occur to cards after/during when I download, it is ofter hard to keep track of which one is the most recent file.
IAmBatman
September 22nd, 2007, 01:00 PM
Cool. Looks good. If "Freshness dates" work for beer, why not here?
Batmite
November 4th, 2007, 02:22 PM
Ta-Da! The rest of Task Force X/Suicide Squad finally on cards:
http://farm3.static.flickr.com/2080/1860681324_f22793d3d8_o.jpg
http://farm3.static.flickr.com/2098/1859855493_8267c2d7e4_o.jpg
http://farm3.static.flickr.com/2416/1860682602_893b1c2828_o.jpg
http://farm3.static.flickr.com/2017/1859854523_e17e9a0578_o.jpg
***EDIT: REMOVED INCORRECT CHEMO CARD. SEE BELOW FOR CORRECT ONE***
I noticed a couple things while pasting them together.
- Chemo is tall. Really really tall. The HeroClix figure is at least 8-10 tiles high. Is he still Medium then? In comics, Chemo is even taller than that but I'd rather keep it simple and just use the actual figure's height.
-I added flight to Chronos as the HeroClix figure is riding his signiture sundial flight thing-a-ma-bob. Should he cost more now?
IAmBatman
November 7th, 2007, 02:14 PM
I think Chronos is probably still fine on cost. But that cost was a bit of an estimate from me to begin with anyway.
Sounds like Chemo should be Huge with a number matching whatever his figure's height is.
Batmite
November 7th, 2007, 08:01 PM
Thanks IAmBatman,
I still have to dig these figures out of my HeroClix boxes so I will measure Chemo and make the changes then.
I am still gearing up for a massive DC HeroScape slugfest against the Anti Monitor and I think the Suicide Squad and perfect for that fight. ;)
allskulls
November 7th, 2007, 08:13 PM
Killer Frost- Nice!
Couple of things:
Icy Heart should mention heavy snow and slippery ice since anyone moves normally over snow and ice :wink:
Heat Absorption seems like it will only work when you use your own figures to attack Frost. Was that intentional? As it is now, no one would even bother "firing" at her. Don't know the character too well but if she can absorb heat to heal then maybe the power can focus on lavafields and molten lava :?:
IAmBatman
November 7th, 2007, 11:07 PM
Heat Absorption could come as strategically when going against figures with fireline powers, like Mimring or the Shadowcat in the TNT trial. By placing Ice Maiden in the middle of a group of allied figures, even if it doesn't force the opponent to attack her with their fireline type attack, it definitely forces them to change their strategy, and maybe attack fewer figures than they'd like to.
Maybe it'd work better as a D20 power, though, where on a lower roll she defends the attack normally, and a higher one, she gets healed - that way gamblers at least would be encouraged to take shots at her.
Batmite
November 8th, 2007, 12:39 AM
The revised Chemo. His size is now correct.
http://farm3.static.flickr.com/2037/1913810606_d7cc123be2_o.jpg
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