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  #3133  
Old September 1st, 2021, 03:14 PM
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Tornado Tornado is offline
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Re: HelmAverse Supers - Reinforcements Arrive

Very cool.
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  #3134  
Old September 2nd, 2021, 08:58 PM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Reinforcements Arrive

One card that we have been meaning to update is Titanium Man. Although it has never come up, we realized that if Titanium Man was the last figure on the board against a single melee opponent figure, they could never reach him. Titanium Man could just fly to three spaces away and fire his attack and then use his Stasis Beam to thwart the enemy's chance to reach him. We need to fix this and just never got around to doing it until tonight.



Titanium Man's POINTS should be adjusted to 230 and the updated Stasis Beam should read like this:

Quote:
STASIS BEAM
When an opponent’s small or medium figure moves onto a space within 2 clear sight spaces of Titanium Man, roll the 20-sided die.
If you roll a 1 - 7, nothing happens.
If you roll an 8 - 15, the player who controls the figure must choose for the figure to either end its move there or receive one wound.
If you roll a 16 or higher, the figure must end its move there and receives one wound.
Everything else should stay the same.

Last edited by Matt Helm; September 3rd, 2021 at 09:25 AM.
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  #3135  
Old September 4th, 2021, 12:17 AM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Reinforcements Arrive

And to celebrate the release of the latest MCU movie, LIL'HELM has created the following:

--------------------------
MARVEL

SHANG-CHI



HUMAN
UNIQUE HERO
FIGHTER
DISCIPLINED
MEDIUM 5

LIFE: 4
MOVE: 6
RANGE: 1
ATTACK: 4
DEFENSE: 4


POINTS: 140

MASTER OF KUNG FU
When attacking with Shang-Chi, if at least one skull is rolled, you may choose to count all dice that do not show skulls, instead of the dice that do show skulls, as hits on the defending figure.

COUNTER STRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

--------------------

I think this cleans out our latest ready for publication batch. We do have one more that just got a final tweak but another playtest is probably in order before sharing. Helm Jr. just came home for the long weekend so who knows, maybe we'll sneak a game in before he heads back.

Last edited by Matt Helm; September 4th, 2021 at 12:49 AM.
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  #3136  
Old September 4th, 2021, 08:39 AM
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Re: HelmAverse Supers - Reinforcements Arrive

Oh like that mechanic for Kung Fu.
I may use something like that for my Conan design.
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  #3137  
Old September 4th, 2021, 11:43 AM
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Re: HelmAverse Supers - Reinforcements Arrive

Thanks, Big-T. Lil’Helm is proud of that one. We found it fun in playtesting but did find that you really need the one skull to trigger it. Otherwise a whiff becoming a 4 skull sweep (or 5 with height) is ridiculous. In fact, the 4 attack dice base attack seems to be a sweet spot as all it really does is change 1 skull rolls to 3 skull attacks. Believe me, that’s enough. Of course with height or another attack bonus it gets more powerful but that’s the fun of it. I guess my lesson here is, if you look to do something similar, be weary of the starting attack dice and consider the one skull trigger to preserve the fun of a complete miss.
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  #3138  
Old September 4th, 2021, 12:18 PM
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Re: HelmAverse Supers - Reinforcements Arrive

Great advice as I would have dropped the one skull trigger for sure.
I was thinking just allowing shield conversion so blanks would always be a miss and going for 6 dice.
Good stuff.
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  #3139  
Old September 5th, 2021, 02:05 PM
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Re: HelmAverse Supers - Reinforcements Arrive

Cool Kung Fu ability. 140 seems quite expensive, though.


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  #3140  
Old September 5th, 2021, 06:07 PM
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A3n A3n is offline
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Re: HelmAverse Supers - Reinforcements Arrive

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  #3141  
Old September 5th, 2021, 07:31 PM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Reinforcements Arrive

Oh wow! That background looks amazing. How did you do that?!?!?
You are so good at this art thing, I think the fifth ninja turtle would be named A3n.

(Mirror Master does need a green line of sight dot when you get a chance).
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  #3142  
Old September 5th, 2021, 08:14 PM
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A3n A3n is offline
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Re: HelmAverse Supers - Reinforcements Arrive

Quote:
Originally Posted by Matt Helm View Post
Oh wow! That background looks amazing. How did you do that?!?!?
You are so good at this art thing, I think the fifth ninja turtle would be named A3n.

(Mirror Master does need a green line of sight dot when you get a chance).
Crap. Can you delete him & Titanium Man then please.
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  #3143  
Old September 5th, 2021, 09:05 PM
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Re: HelmAverse Supers - Reinforcements Arrive

In the words of a cylon, “by your command.”

Both have been deleted from the gallery. Thanks.
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  #3144  
Old September 6th, 2021, 09:07 AM
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A3n A3n is offline
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Re: HelmAverse Supers - Reinforcements Arrive



And MM & TM are updated.
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