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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them


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Old April 14th, 2012, 03:50 AM
ScapeandClix ScapeandClix is offline
 
Join Date: April 14, 2012
Location: Country - State - Major City (Town)
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ScapeandClix is a puppet of Ne-Gok-Sa
My Family's Clix to Heroscape Conversions(SuperBoy Prime,..)

Hi everybody. My brothers and I have been longtime Heroclix players and somewhat recently have come across Heroscape so we decided to convert some of our Clix into HS pieces. Here are 4 figures that we have had fun using that I have seen people talk about making in other threads for C3G but are still not made. Since we enjoy using them we thought that others also might.

1. SuperBoy Prime-Event Hero (1050)

Life 6
Movement 7
Range 1
Attack 3
Defense 3

PreCrisis Strong
When SuperBoy Prime attacks, add 3 skulls to whatever you roll

PreCrisis Tough
When SuperBoy Prime defends against an attack, add 2 automatic shields against a special attack and 3 automatic shields against a normal attack

Rage Frenzy
After SuperBoy Prime attacks, roll the D20. If you roll a 15 or higher, SuperBoy Prime may take another turn.

Blood Lust
If SuperBoy Prime destroys another figure, take another turn with SuperBoy Prime and add 1 attack and 1 defense die until you reveal another order marker.




2. Squirrel Girl (650)

Life 5
Movement 6
Range 1
Attack 5
Defense 5

Squirrel Agility
When Squirrel Girl rolls defense dice, 1 shield blocks all damage

Sharp Squirrel Claws
When Squirrel Girl attacks an opposing figure, that figure rolls 2 fewer defense dice

OffPanel Victory
After Squirell Girl attacks an opponent's unique or event hero roll the D20. If Squirrel Girl rols a 12 or higher, remove her from the board and place her on the opponent's card. At the start of each turn, roll the D20. If you roll an 18 or higher, destroy the figure and place Squirrel Girl on any space adjacent to the destroyed figure.


3. Lobo (650)
Life Infinite
Movement 7
Range 3
Attack 7
Defense 8

This is Lame
Anytime Lobo receives a wound roll the D20, add 1 to the result for every wound on Lobo's card. If Lobo rolls a 22 or higher, remove him from the game. Lobo cannot be destroyed any other way

Attack Cycle
Special Attack 4

When moving, Lobo can choose to use his special attack to attack any unit he moves past or becomes adjacent to. Lobo can only attack a figure 1 time per turn wwith this attack. Lobo receives no disengagement rolls when using this ability.

Bounty Hunter

At the Beginning of the game, choose an opponent's unique or event hero as Lobo's target. After this figure takes a turn, Lobo may immediately take a turn without revealing an Order Marker. During this turn, Lobo never receives disengagemnt wounds and can only attack the selected figure. When the chosen figure is destroyed, Lobo may choose a new target.


4. Doomsday (575)
5 Life
6 Movement
1 Range
7 Attack
9 Defense

Adaptive Resistance
When Doomsday is attacked, roll the D20. If Doomsday rolls an 18 or higher, ignore all wounds from the attack. For each time Doomsdya has been destroyed, add +3 to the D20 roll.

Regeneration
If Doomsday is destroyed, at the beginning of each turn roll the D20. If you roll a 17 or higher, place Doomsday adjacent to any friendly figure and remove all wound markers.

Super Leap
Doomsday can leap up to 8 spaces. Subtract 2 attack dice from his attack is he used super leap that turn.

We do know that a C3G Doomsday exists, we just are not huge fans of that 1 design. We are not completely sure in our Doomsday's best pricing but the other 3 we have playtested pretty often, although not sure if the D20 roll to destroy Lobo should be 22 or 23.
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