Born and raised in the area of New York City known as Hell's Kitchen around 1920, Nicholas Joseph "Nick" Fury was around 20 years old when he was drafted into the United States Army to fight the Nazi's in World War II. He soon florished in the rangs of the U.S. Army and became sergeant. During this time, Nick was asked to lead a handpicked squad of highly trained soldiers. This squad would soon become known as the famous Howling Commandos. Sergeant Fury and the Howling Commandos fought through much of World War II, with missions in France, Greece, Belgium, Holland and even inside Nazi Germany itself. The team also encountered and fought alongside a few of America's superheroes, such as Captain America and the Invaders. Nick even met Logan, the person whom would later be known as the X-man Wolverine.
Nick Fury managed to get most of his teammembers back alive after each and every mission. However, Nick himself was injured by a grenade at the end of the war. This grenade was the cause of the eye injury that eventually cost him the vision in his left eye. Fury began covering the eye with a cosmetic black eye-patch, which became one of his trademarks after the war. It was also at this time that he and most other Howling Commandos began their annual injections of the Infinity Formula, a chemical they found during the war. Injections with this chemical greatly slowed their aging process.
NAME=SGT. FURY
SECRET IDENTITY=NICK FURY
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIERPERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=220?
HOWLING COMMANDOS=After revealing an order marker on this card before taking a turn with Sgt. Fury, you may roll the 20-sided die.
· If you roll a 1-3, nothing happens
· If you roll 4-11, you may take a turn with one Patriotic hero you control.
· If you roll 12-17, you may take a turn with up to two Patriotic heroes you control.
· If you roll 18 or higher, you may take a turn with up to three Patriotic heroes you control.
Dum Dum Dugan
Spoiler Alert!
Bio (from Comicvine)
Spoiler Alert!
During the late 1930's Dugan worked as a strongman in a circus that was traveling around Europe. This was around the time of World War 2 as well as the time he met Nick Fury and Samuel Sawyer.
Nick Fury was assigned the task of assisting Samuel Sawyer, who was an American officer, in rescuing British scientists and agents that were captured by the Germans during their invasion of the Netherlands. Dugan assisted them both, and in the process was inspired to join the British armed forces. After the attack on Pearl Harbor by the Japanese, Dugan and Sawyer were both transferred to the United States Army Rangers.
Later, Sawyer was forced to retire from active duty. However, it was also this moment that he formed an elite squad of American Rangers known as the Howling Commandos. Nick Fury and Dugan were both assigned to the team. Nick Fury became the head and Dugan became his right hand man.
NAME=DUM DUM DUGAN
SECRET IDENTITY=TIMOTHY DUGAN
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY-PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=5
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=180
MARKSMANSHIP=After moving and before attacking, you may subtract any number of Dum Dum Dugan's attack dice from your roll, to a minimum of 1 attack die, and add that number to Dum Dum Dugan's range for this turn.
MILITARY MAN=If Dum Dum Dugan attacks a figure engaged with a friendly Patriotic figure, he may attack one additional time.
STRONG MAN=If Dum Dum Dugan inflicts wounds on an adjacent small or medium enemy, you may place the figure one space away for each wound inflicted. Figures will take leaving engagement attacks and will receive any falling damage that may apply.
Gabe Jones
Spoiler Alert!
Bio (from Comicvine)
Spoiler Alert!
One of the first African-American characters in mainstream comics. Like so many other members of World War 2 heroes the Howling Commandos, Gabe Jones was to continue fighting alongside his commander, Nick Fury for most of his life.
NAME=GABE JONES
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
BLOW THAT HORN=All friendly figures do not receive leaving engagement attacks from figures within clear sight of Gabe Jones.
CLOSE COMBAT EXPERT=When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack form an adjacent figure, add one automatic shield to whatever is rolled.
Rebel Ralston
Spoiler Alert!
Bio (from marvel.wikia)
Spoiler Alert!
Rebel Ralston was a native of Kentucky and a founding member of the original Howling Commandos and fought alongside the team during World War II. He was also the "creator" of the Howlers battle cry "Wahoo! “ After the war, he was one of the founding members of the V-Battalion and the Penance Council. In more recent times he was elected Senator of Texas.
NAME=REBEL RALSTON
SECRET IDENTITY=ROBERT RALSTON
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=130
GAMBLER'S LUCK=When making an attack or defense roll with Rebel Ralston, you may re-roll one attack or defense die.
ROPE'EM=Start the game with a (color) Lasso marker on this card. After moving and before attacking, you may choose an opponent's figure within 4 clear sight spaces whose base is no more than 10 levels above Rebel Ralston's height or 10 levels below Rebel Ralston's base. Place a lasso marker on the chosen figure's card. Order Markers cannot be revealed on a card without the Rope'em special ability with a Lasso Marker on it. An adjacent figure your opponent controls can attempt to remove the Lasso marker by rolling an attack against a defense of 3. If the attack deals one or more wounds, place the Lasso marker back on Rebel Ralston's card.
WAHOO!=All friendly figures with a Patriotic personality receive move one extra space.
Izzy Cohen
Spoiler Alert!
Bio (from Comicvine)
Spoiler Alert!
Isadore "Izzy" Cohen is an American Jew from Brooklyn and a member of the Howling Commandos during World War II. After the war, Izzy remained close friends with his former teammates and even joined them later on when Nick and his band of brothers worked for S.H.I.E.L.D., the world peacekeeping force. Reuniting with the rest of the military strike squad during the Korean and Vietnam Wars. During World War Hulk, Izzy Cohen is the SHIELD agent in charge of trying to bring in renegade Hulk allies Amadeus Cho and Hercules.
NAME=IZZY COHEN
SECRET IDENTITY=ISADORE COHEN
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
JURY-RIG=Adjacent figures you control with a range of 4 or higher add one attack die.
MEDI-KIT=You may reveal the X Order Marker on this card and remove one wound from an adjacent figure.
SABOTAGE=At the start of each round, you may choose one enemy figure. Place a Sabotage marker on the chosen figure's army card. Any figure without the Sabotage ability with a Sabotage marker on its card reduces its range and attack to 1. The Sabotage marker is returned to Izzy Cohen's card at the end of the round.
Dino Manelli
Spoiler Alert!
Bio (from Comicvine)
Spoiler Alert!
Dino Manelli was an Italian-American movie star who was drafted during World War II. He variously served as a member of the Howling Commandos, the Deadly Dozen and SHIELD. He was loosely based on actor Dean Martin.
NAME=DINO MANELLI
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
CELEBRITY STATUS=Common figures adjacent to Dino Manelli roll one fewer defense die to a minimum of one die.
GETTING INTO CHARACTER=If Dino Manelli destroys an enemy figure with his normal attack, you may place that figure on this card. While a figure is on this card and Dino Manelli is not the only figure in your army, all other figures controlled by the opponent who controlled that figure are considered friendly to Dino Manelli and may not attack him. Remove the figure from this card if any of that opponent's figures receive any wounds during Dino Manelli's turn.
Pinky Pinkerton
Spoiler Alert!
Bio (from Comicvine)
Spoiler Alert!
Percy Pinkerton is the British member of the Howling Commandos who fought alongside the Howling Commandos during World War Two. He was a trained commando who wielded a rifle and grenades in combat. His umbrella was also used as a weapon. He used it as a club, a fencing sword, a climbing tool, a parachute and as a protection from the sun. Curiously never depicted using it in a rain.
Percy had many missions with the Commandos. During one of these missions, Percy met up with his older brother, lieutenant Colonel Pinkerton. Percy then revealed that he came from an English family with a long tradition of service as officers to the Crown. Why Pinkerton never accepted a commission for working for the crown was mainly because of him living a "playboy" womanising life style during his initial military training that led him to be unable to catch up with his studies and resigning.
During one of his stints as a Howling Commando during World War Two, Percy and most of his teammates found a strange chemical named the Infinity Formula, which greatly slowed their aging. The team-members began using the formula on an annual basis to stay young and fit. So, although most the of the team-members would have grown older, the group still looked and fell as young as the day they first used the Infinity Formula. After the war, Percy and the Howling Commandos are being called back to service for the Korean War. Pinkerton had become a sergeant, as were all the other former private soldiers of the unit.
NAME=PINKY PINKERTON
SECRET IDENTITY=PERCIVAL PINKETON
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
BUMBERSHOOT=Pinky Pinkerton may ignore his height when climbing, never takes falling damage, and ignores the Sensory Assault special power.
SWORDPLAY=If Pinky Pinkerton attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attacks that figure again. He may continue attacking the same adjacent figure, rolling one fewer attack die for each subsequent attack, until you fail to roll a skull.
Junior Juniper
Spoiler Alert!
Bio (from marvel.wikia)
Spoiler Alert!
Juniper attended an Ivy League school[1]. After Pearl Harbor, he joined the Army and became a gunner in the Army Air Services. During that period of service he downed at least ten German planes. Apparently lacking enough excitement and danger in his life, he volunteered for commando training. His record brought him to the attention of Captain Sam Sawyer, who assigned him to Sergeant Nick Fury's 1st assault team of Company A.
On their first mission, the commandos felt they were outmatched by an entire base of German soldiers. Juniper, inspired by the biblical tale of Gideon, had the idea of stealing a truck with loudspeakers and using it to make their force sound larger than it really was. The ruse worked and earned them the nickname "Howling Commandos"[2].
Juniper accompanied the squad on several more missions in occupied France, Italy, and Germany. When the commandos were trying to reach a secret research facility at Heinemund but lacked transportation, Juniper suggested that they surrender and tell the Germans they had escaped from the concentration camp at Heinemend. The commandos easily broke out of the camp, broke into the lab, and thwarted Hitler's plans for an atomic bomb[3].
On his last mission, into Berlin itself, he helped capture Lord Ha-Ha, a British traitor and Nazi propagandist. While the commandos waited in a house for a submarine to take them back to England, a column of Panzer tanks appeared. Ha-Ha escaped and alerted the soldiers, who shot him and began firing at the house. Rather than wait for the shells to kill them, the commandos charged the tanks. Juniper took a bullet and died almost instantly[4].
Juniper's death had a profound effect on the Howling Commandos. Much later, Fury named Juniper as one of the six best friends he had ever had.
NAME=JUNIOR JUNIPER
SECRET IDENTITY=JONATHAN JUNIPER
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 4
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
DOUBLE ATTACK=When Junior Juniper attacks with his normal attack, he may attack one additional time.
WHICH OF US WILL BE NEXT?=After Junior Juniper has been destroyed, all Patriotic Soldiers that you control receive one additional attack die.
Eric Koenig
Spoiler Alert!
Bio (from marvel.wikia)
Spoiler Alert!
As a young man, Eric Koenig was a member of the Nazi Youth Group alongside his friend Wilheim Hauser. When Hitler came to power in 1935 they both joined the Wehrmarcht, but in the 1939 invasion of Poland Eric began to doubt Hitler's leadership. Wilheim, however, was completely devoted to Hitler and the two men drifted apart.
Eric joind the Luftwaffe in Nazi Germany, but was transferred out of that service when he became an aide to Dr. Draus. Koenig came to resent how Draus treated him as a mere underling. Eric was attending Dr. Draus at an inn when Nick Fury was discovered in the inn and fought with German soldiers. Draus ordered Koenig to protect him but he was convinced by Fury to switch sides and come work for people who would appreciate his talents. Eric turned on Draus and he and Fury forced him to pilot a plane back to England where they placed Dr. Draus into custody and Koenig was introduced to Sam Sawyer. Eric then shared all of the intelligence he had with the Allies as part of his defection to their side.
Eric was then assigned to assist Sgt. Fury, Bull McGiveney and "Rickets" Johnson of the Maulers in rescuing the other Howling Commandos from Germany. Bull and Rickets didn't trust Eric and even got into a fight with him, but Eric remained adament about his decision to fight for the allies. Eric piloted the team in a captured German plane, but later had to abandon it for fear that their cover had been blown. Eric took the team to his sister Ilsa who told them that the Howlers were going to be executed in Berlin by Hitler himself. They managed to sneak in and save the Howlers, though Dino Manelli was badly injured in the escape. Ilsa helped them get out of Germany, and they made their way back to England.
Sawyer named Koenig to be Manelli's replacement while he was injured and later placed on a special assingment. Later Koenig replaced Izzy Cohen when he was a prisoner of war. Upon Cohen’s return, Koenig stayed as a member of the team. At one point, Koenig seemingly defected back to join the Nazi cause[1], but he Ssecretely remained loyal to the allies, working as a spy and aiding the Howling commandos on serveal occasions. He was retrieved by the Commandos, together with his girlfriend Coral Liebowitz [2] and put on trial, where he was cleared of all charges. he then rejoined the Howlers [3].
NAME=ERIC KOENIG
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
ESPIONAGE=If you win initiative, before revealing your first Order Marker, you may immediately more Eric Koenig up to 5 spaces. When moving with Espionage, Eric Koenig can move through all figures and is never attacked when leaving an engagement.
EX-NAZI=At the start of the game, place Eric Koenig in an opponent's starting zone, or adjacent to an opponent's starting zone if no space is available. Eric Koenig may not be targeted by said opponent's figures until he inflicts one or more wounds on said opponent's figures.
Though numerous pronunciation attempts have been made, I have recently spurned my moniker. Feel free to refer to me as BowTieJones instead.
NAME=SGT. FURY
SECRET IDENTITY=NICK FURY
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIERPERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=240
CLOSE COMBAT EXPERT=When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled.
DOUBLE ATTACK=When SGT. Fury attacks with his normal attack, he may attack one additional time.
HOWLING COMMANDOS=After revealing an order marker on this card before taking a turn with Sgt. Fury, you may roll the 20-sided die.
· If you roll a 1, nothing happens
· If you roll 2-7, you may take a turn with one Patriotic hero you control.
· If you roll 8-13, you may take a turn with up to two Patriotic heroes you control.
· If you roll 14-19, you may take a turn with up to three Patriotic heroes you control.
· If you roll 20 or higher, you may take a turn with up to four Patriotic heroes you control.
Dum Dum Dugan
Spoiler Alert!
NAME=DUM DUM DUGAN
SECRET IDENTITY=TIMOTHY DUGAN
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY-PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=5
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=180
MARKSMANSHIP=After moving and before attacking, you may subtract any number of Dum Dum Dugan's attack dice from your roll, to a minimum of 1 attack die, and add that number to Dum Dum Dugan's range for this turn.
MILITARY MAN=If Dum Dum Dugan attacks a figure engaged with a friendly Patriotic figure, he may attack one additional time.
STRONG MAN=If Dum Dum Dugan inflicts wounds on an adjacent small or medium enemy, you may place the figure one space away for each wound inflicted. Figures will take leaving engagement attacks and will receive any falling damage that may apply.
Gabe Jones
Spoiler Alert!
NAME=GABE JONES
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
BLOW THAT HORN=All friendly figures do not receive leaving engagement attacks from figures within clear sight of Gabe Jones.
CLOSE COMBAT EXPERT=When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack form an adjacent figure, add one automatic shield to whatever is rolled.
Rebel Ralston
Spoiler Alert!
NAME=REBEL RALSTON
SECRET IDENTITY=ROBERT RALSTON
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=130
ROPE'EM=Start the game with a (color) Lasso marker on this card. After moving and before attacking, you may choose an opponent's figure within 4 clear sight spaces whose base is no more than 10 levels above Rebel Ralston's height or 10 levels below Rebel Ralston's base. Place a lasso marker on the chosen figure's card. Order Markers cannot be revealed on a card without the Rope'em special ability with a Lasso Marker on it. An adjacent figure your opponent controls can attempt to remove the Lasso marker by rolling an attack against a defense of 3. If the attack deals one or more wounds, place the Lasso marker back on Rebel Ralston's card.
WAHOO!=All friendly figures with a Patriotic personality receive move one extra space.
Izzy Cohen
Spoiler Alert!
NAME=IZZY COHEN
SECRET IDENTITY=ISADORE COHEN
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
JURY-RIG=Adjacent figures you control with a range of 4 or higher add one attack die.
SABOTAGE=At the start of each round, you may choose one enemy figure. Place a Sabotage marker on the chosen figure's army card. Any figure without the Sabotage ability with a Sabotage marker on its card reduces its range and attack to 1. The Sabotage marker is returned to Izzy Cohen's card at the end of the round.
Dino Manelli
Spoiler Alert!
NAME=DINO MANELLI
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
CELEBRITY STATUS=Common figures adjacent to Dino Manelli roll one fewer defense die to a minimum of one die.
GETTING INTO CHARACTER=If Dino Manelli destroys an enemy figure with his normal attack, you may place that figure on this card. While a figure is on this card and Dino Manelli is not the only figure in your army, all other figures controlled by the opponent who controlled that figure are considered friendly to Dino Manelli and may not attack him. Remove the figure from this card if any of that opponent's figures receive any wounds during Dino Manelli's turn.
Pinky Pinkerton
Spoiler Alert!
NAME=PINKY PINKERTON
SECRET IDENTITY=PERCIVAL PINKETON
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
BUMBERSHOOT=Pinky Pinkerton may ignore his height when climbing, never takes falling damage, and ignores the Sensory Assault special power.
SWORDPLAY=If Pinky Pinkerton attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attacks that figure again. He may continue attacking the same adjacent figure, rolling one fewer attack die for each subsequent attack, until you fail to roll a skull.
Junior Juniper
Spoiler Alert!
NAME=JUNIOR JUNIPER
SECRET IDENTITY=JONATHAN JUNIPER
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 4
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
DOUBLE ATTACK=When Junior Juniper attacks with his normal attack, he may attack one additional time.
WHICH OF US WILL BE NEXT?=After Junior Juniper has been destroyed, all Patriotic Soldiers that you control receive one additional attack die.
Eric Koenig
Spoiler Alert!
NAME=ERIC KOENIG
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
ESPIONAGE=If you win initiative, before revealing your first Order Marker, you may immediately more Eric Koenig up to 5 spaces. When moving with Espionage, Eric Koenig can move through all figures and is never attacked when leaving an engagement.
EX-NAZI=At the start of the game, place Eric Koenig in an opponent's starting zone, or adjacent to an opponent's starting zone if no space is available. Eric Koenig may not be targeted by said opponent's figures until he inflicts one or more wounds on said opponent's figures.
Not having looked at anything else besides Fury, he is much to powerful for his points. Also why does he have Close combat expert, does he commonly fight with his hands?
“Have you ever hoped for something? And held out for it against all the odds? Until everything you did was ridiculous? "
I agree on the points, I'll hopefully get good at valueinn eventually.
In the Howling Commandos, pretty much every goes through close combat at one point or another. He is also a boxer and a black belt.
Though numerous pronunciation attempts have been made, I have recently spurned my moniker. Feel free to refer to me as BowTieJones instead.
I agree on the points, I'll hopefully get good at valueinn eventually.
In the Howling Commandos, pretty much every goes through close combat at one point or another. He is also a boxer and a black belt.
Well take a second and compare him to Mr. Fantastic. That should help you narrow it down. They are very similar.
“Have you ever hoped for something? And held out for it against all the odds? Until everything you did was ridiculous? "
I agree on the similarity. Perhaps around 260 would be more apropos.
I don't even know how to price him to be honest.
He has range and a double attack in addition to auto shield/skull for adjacent figures. But the largest issue is the 4th turn. For each extra turn the point cost for that ability grows cumulatively. A single extra turn is pretty common. Two is very impressive, three is down right scary, but four... Four is not going to be fun to play against. I know that when I play Mr Fantastic and roll 3 extra turns the other players sigh and say "omg, let me know when your done. I'm going to get a drink or hit the head".
Plus, where should we draw the line in the sand in regards to "Extra turns".
“Have you ever hoped for something? And held out for it against all the odds? Until everything you did was ridiculous? "
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.
WWII Era Fury shouldn't be more powerful than the current Fury design, IMO.
I don't have any issues with his power level being higher. We do after all represent heroes with only some of their powers, and we have to cost them based on the powers in the design, not the character the design is based on at that point in time.
So even though the Nick Fury from the early days would be more physically impressive then the present day one. Overall he would not be as powerful. But if your design captures his older profile well I see no reason to limit the point cost to much as compared to the future one.
It is all about what is in the design to me. Though I'm no Hero and we all know Bats opinion carries weight, and for good reason. It would be rather awkward if there were many designs miss representing the characters power levels. Even if they represent the timeline right.
“Have you ever hoped for something? And held out for it against all the odds? Until everything you did was ridiculous? "
I'm not saying it can't be done, but I'd be concerned about the Patriotic bonding with Uncle Sam already having the ability to make any one unique card Patriotic for one game. You would have to look at every unique card to see if there were any bonding loops or other special powers that might get a bit crazy as a result. To keep his bonding power in check, you want to make him bond only the other Howling Commandos somehow.
NAME=SGT. FURY
SECRET IDENTITY=NICK FURY
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIERPERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=240
CLOSE COMBAT EXPERT=When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled.
DOUBLE ATTACK=When SGT. Fury attacks with his normal attack, he may attack one additional time.
HOWLING COMMANDOS=After revealing an order marker on this card before taking a turn with Sgt. Fury, you may roll the 20-sided die.
· If you roll a 1, nothing happens
· If you roll 2-7, you may take a turn with one Patriotic hero you control.
· If you roll 8-13, you may take a turn with up to two Patriotic heroes you control.
· If you roll 14-19, you may take a turn with up to three Patriotic heroes you control.
· If you roll 20 or higher, you may take a turn with up to four Patriotic heroes you control.
Dum Dum Dugan
Spoiler Alert!
NAME=DUM DUM DUGAN
SECRET IDENTITY=TIMOTHY DUGAN
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY-PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=5
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=180
MARKSMANSHIP=After moving and before attacking, you may subtract any number of Dum Dum Dugan's attack dice from your roll, to a minimum of 1 attack die, and add that number to Dum Dum Dugan's range for this turn.
MILITARY MAN=If Dum Dum Dugan attacks a figure engaged with a friendly Patriotic figure, he may attack one additional time.
STRONG MAN=If Dum Dum Dugan inflicts wounds on an adjacent small or medium enemy, you may place the figure one space away for each wound inflicted. Figures will take leaving engagement attacks and will receive any falling damage that may apply.
Gabe Jones
Spoiler Alert!
NAME=GABE JONES
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
BLOW THAT HORN=All friendly figures do not receive leaving engagement attacks from figures within clear sight of Gabe Jones.
CLOSE COMBAT EXPERT=When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack form an adjacent figure, add one automatic shield to whatever is rolled.
Rebel Ralston
Spoiler Alert!
NAME=REBEL RALSTON
SECRET IDENTITY=ROBERT RALSTON
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=130
ROPE'EM=Start the game with a (color) Lasso marker on this card. After moving and before attacking, you may choose an opponent's figure within 4 clear sight spaces whose base is no more than 10 levels above Rebel Ralston's height or 10 levels below Rebel Ralston's base. Place a lasso marker on the chosen figure's card. Order Markers cannot be revealed on a card without the Rope'em special ability with a Lasso Marker on it. An adjacent figure your opponent controls can attempt to remove the Lasso marker by rolling an attack against a defense of 3. If the attack deals one or more wounds, place the Lasso marker back on Rebel Ralston's card.
WAHOO!=All friendly figures with a Patriotic personality receive move one extra space.
Izzy Cohen
Spoiler Alert!
NAME=IZZY COHEN
SECRET IDENTITY=ISADORE COHEN
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
JURY-RIG=Adjacent figures you control with a range of 4 or higher add one attack die.
SABOTAGE=At the start of each round, you may choose one enemy figure. Place a Sabotage marker on the chosen figure's army card. Any figure without the Sabotage ability with a Sabotage marker on its card reduces its range and attack to 1. The Sabotage marker is returned to Izzy Cohen's card at the end of the round.
Dino Manelli
Spoiler Alert!
NAME=DINO MANELLI
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
CELEBRITY STATUS=Common figures adjacent to Dino Manelli roll one fewer defense die to a minimum of one die.
GETTING INTO CHARACTER=If Dino Manelli destroys an enemy figure with his normal attack, you may place that figure on this card. While a figure is on this card and Dino Manelli is not the only figure in your army, all other figures controlled by the opponent who controlled that figure are considered friendly to Dino Manelli and may not attack him. Remove the figure from this card if any of that opponent's figures receive any wounds during Dino Manelli's turn.
Pinky Pinkerton
Spoiler Alert!
NAME=PINKY PINKERTON
SECRET IDENTITY=PERCIVAL PINKETON
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
BUMBERSHOOT=Pinky Pinkerton may ignore his height when climbing, never takes falling damage, and ignores the Sensory Assault special power.
SWORDPLAY=If Pinky Pinkerton attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attacks that figure again. He may continue attacking the same adjacent figure, rolling one fewer attack die for each subsequent attack, until you fail to roll a skull.
Junior Juniper
Spoiler Alert!
NAME=JUNIOR JUNIPER
SECRET IDENTITY=JONATHAN JUNIPER
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 4
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
DOUBLE ATTACK=When Junior Juniper attacks with his normal attack, he may attack one additional time.
WHICH OF US WILL BE NEXT?=After Junior Juniper has been destroyed, all Patriotic Soldiers that you control receive one additional attack die.
Eric Koenig
Spoiler Alert!
NAME=ERIC KOENIG
SPECIES=HUMAN
UNIQUENESS/TYPE=UNIQUE HERO
CLASS=SOLDIER
PERSONALITY=PATRIOTIC
SIZE/HEIGHT=MEDIUM 5
LIFE=4
MOVE=6
RANGE=6
ATTACK=4
DEFENSE=4
POINTS=150
ESPIONAGE=If you win initiative, before revealing your first Order Marker, you may immediately more Eric Koenig up to 5 spaces. When moving with Espionage, Eric Koenig can move through all figures and is never attacked when leaving an engagement.
EX-NAZI=At the start of the game, place Eric Koenig in an opponent's starting zone, or adjacent to an opponent's starting zone if no space is available. Eric Koenig may not be targeted by said opponent's figures until he inflicts one or more wounds on said opponent's figures.
Not having looked at anything else besides Fury, he is much to powerful for his points. Also why does he have Close combat expert, does he commonly fight with his hands?
I'm with Chief on this one. If you were to roll a 20 on fury's power, you could take a turn with Captain America (6 attack), Uncle Sam (7 attack max) + two of th ehowling commandos, that sounds waaaaaay more powerful than the original Nick Fury's power.
If I were going to design a Howling Commando's team, I would make them a unique patriotic squad, rather than a bunch of heroes (it's easier to design too)
Not having looked at anything else besides Fury, he is much to powerful for his points. Also why does he have Close combat expert, does he commonly fight with his hands?
I'm with Chief on this one. If you were to roll a 20 on fury's power, you could take a turn with Captain America (6 attack), Uncle Sam (7 attack max) + two of th ehowling commandos, that sounds waaaaaay more powerful than the original Nick Fury's power.
If I were going to design a Howling Commando's team, I would make them a unique patriotic squad, rather than a bunch of heroes (it's easier to design too)
I love that you made designs for each one, but I think the best chances of having them represented in C3G might be to take Smithy's advice and put a writeup together for a unique squad. I know I would be supportive of more unique squads.
You never know though. The day may come when you get sanctum access and you can put them through that way
“Have you ever hoped for something? And held out for it against all the odds? Until everything you did was ridiculous? "