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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#1
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Re: Matt Helm's Customs 2/5 *Fantastic Four, Wendigo
What about if he inflicts a wound you move the defending figure to an adjacent empty space & continue on for another 3 space until no wounds are inflicted on a defending figure. I have no idea where to start wording that but damn it would be fun you can just imagine the figures being flung out of the way .
Cheers My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#2
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
Quote:
I knew the kid with the boomstick was patrolling over there, and I got to say, he was doing a pretty fine job in roping the new amateurs in. The scene gets awful crowded sometimes and you need to thin out the hair once in a while but these kids were fresh on the job and I wasn't in the mood to see blood spilled. Especially the kind that still had milk in it. I noticed the collector there too. One successful job and it seemed the he-man woman haters club was out and about puffing out their chests and actually trying to train the young hoodlums. I laughed a little as I slipped across the dark street, but I didn't make a sound. My mistake was in getting too confident with the lighting. Not knowing the streets on that side of town and failing to scout out the traffic patterns, I failed to plan for the headlights coming from the south side. It only took a second but he hit me. I felt the pain in the right calf and stumbled but didn't fall. A less experienced agent might have been shocked by the unfamiliar feeling but I knew what hit me. It wasn't the first time a crossbow assassin had hit me, and luckily, both times it was non lethal. Some day I'll get erased from the board, but hopefully, it will be on my terms. I limped behind a dumpster and snapped the back end off of the arrow as quickly as I could. I then pulled from the other side and with a grimace was able to pull it through. Leaning against the cold bricks I pulled out the zippo to see if I recognized the bolt. Some of my past associates fancied this weapon on occasion and they usually liked to leave their mark. It was an ego thing. Unfortunately, it told me nothing. Then I heard the footsteps and the whisper. "Matt... Matt... are you there," he called from the shadows, "Are you alright? I have a message from Mac and he thinks that someone is gunning for you." I grabbed him from the back of the collar and pulled him hard behind the dumpster so that the front of his shirt cut into his throat and prevented him from saying any more. "So who's the big gun with sweet little shot," I asked as I turned Sherman toward me. He was a good agent and I'd worked a few jobs with him before. Luckily, our agendas never conflicted because It would have been sad to take him out. "Are you hurt?" he said, "cause that looks like some serious blood on your leg, man... do you need a doctor." "Who is he," I said again, ignoring the pain and ignoring the senseless questions. I was alive, I could walk, and the old dog just got wiser,"I want a name." "I'm not sure," he said," but that Balantai guy was across the street when we both thought we saw you scamper across the shadows. And then Balantai said something about you and your cockiness and how you should never mess with the pineapple under the sea. I didn't know what he meant, but I was sure it was odd enough considering what Mac had told me about the hit on you." "There's always a hit out on me Sherm, don't you or Mack worry about it, because I sure won't." I handed him the two pieces of the broken arrow and continued, "You spread the word that poor old Matt Helm caught one where it hurts and now sleeps with the sponges." "Why?" "Because no one thinks of wasting a cap in a man already dead, unless of course that dead man sneaks up behind you and snuffs you out. By that time it's kind of too late." Last edited by Matt Helm; February 9th, 2010 at 12:44 AM. |
#3
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
So is that what it takes to get a story out of you?
We just have to put you in your place. Hmmm, good to know . Thank you for the chuckle. Cheers My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#4
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
That's a great figure pic of Juggernaut! Did one of you (or Hahma) snap that one?
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#5
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
Yeah that was mine.
My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#6
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
Matt, that was up there with your best. I was grinning ear to ear the whole time I was reading it.
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#7
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#8
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
Yeah I know how to use my camera , even if it isn't as good as yours. I just need the figures.
My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#9
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
You played a big part in that chapter my friend, you can now run out and tell the ladies that you're a star in a Matt Helm novella.
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#10
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
OK pal, I've got some J'onn J'onzz fixes for you. I've decided to eliminate the Special Attack as I couldn't really remember why I wanted it on there other than to represent his ability to Shapeshift. I instead, decided to use the same power we have on the Skrulls, he's just better at it. That allowed me to clean him up.
I've got two options for you. The first one seperates FLYING and INTANGIBILITY, so that he can still pass through figures and walls if a Count Vertigo negates his Flying. I just don't like having 2 distinct movement abilities when they are so close to each other (the disengage aspect). It seems like a waste of space (yeah I know I did it on Namor but the water thing is hidden nicely in a water based power). --------------------------------------------------------- TELEPATHIC COMMAND Instead of taking a turn with J’onn J’onnz, you may take a turn with any other Unique Hero you control. SHAPESHIFT CAMOUFLAGE 8 When J’onn J’onnz is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll an 8 or higher, J’onn J’onnz no longer has a visible hit zone for the duration of the targeting figures turn. INTANGIBILITY J’onn J’onnz can move through all figures and is never attacked when leaving an engagement. He may move and attack through obstacles such as ruins and may pass through overhangs in either direction. STEALTH FLYING When counting spaces for J’onn J’onnz’ movement, ignore elevations. J’onn J’onnz may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When J’onn J’onnz starts to fly, if he is engaged he will not take any leaving engagement attacks. SUPERSTRENGTH ----------------------------------------------------------- Now the second option I like better. It again combines the Phantom with the Flying but goes unconvential so technically, Count Vertigo couldn't stop J'onn from "ignoring elevations". It's almost like his Martian physiology makes him immune to the Vertigo effect. I like this version but let me know what you think... ------------------------------------------------------------- TELEPATHIC COMMAND Instead of taking a turn with J’onn J’onnz, you may take a turn with any other Unique Hero you control. SHAPESHIFT CAMOUFLAGE 8 When J’onn J’onnz is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll an 8 or higher, J’onn J’onnz no longer has a visible hit zone for the duration of the targeting figures turn. PHANTOM MOVEMENT When counting spaces for J’onn J’onnz’ movement, ignore elevations. J’onn J’onnz may move over water without stopping and pass through obstacles such as ruins and overhangs. J’onn J’onnz can move through all figures and is never attacked when leaving an engagement. SUPERSTRENGTH ---------------------------------------------------------------- Of course, maybe we can come up with something that sounds better than Phantom Movement but the body has to make sense and I thought "move" was the best word to use instead of flying. |
#11
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
Updated:
I liked the second version better also. Also here's another update: Cheers My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#12
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Re: Matt Helm's Customs 2/7 *Juggernaut, Wendigo, FF
Now we have to discuss the ESS-1 Police.
Current wording: GAS GRENADE If none of the ESS-1 Police Force moves this turn, choose a figure within 4 spaces of a selected ESS-1 Police Force figure. The chosen figure and all figures adjacent to this chosen figure are affected by the Gas Grenade and will roll 1 fewer defense dice this turn. You may then move and attack with up to 2 ESS-1 Police Force figures, other than the initial selected figure. First of all it should be "less" not "fewer". But otherwise the wording isn't Matt Helm slick. I don't know if this is any better but IMO it is closer to HS text (loosely based on DW9K Explosion SA). GAS GRENADE Before moving any ESS-1 Police Force, you may throw a Gas Grenade. Choose a figure to attack within 4 spaces of a selected ESS-1 Police Force figure. All figures adjacent to the chosen figure are also affected by the Gas Grenade. All affected figures roll 1 less defense dice this turn. The selected ESS-1 Police Force figure cannot move or attack this turn. You can only move and attack with up to 2 ESS-1 Police Force figures this turn. Cheers My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller Last edited by A3n; February 11th, 2010 at 05:24 AM. |
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