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  #2689  
Old November 2nd, 2019, 03:04 PM
Matt Helm's Avatar
Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

We're not ready to leave the Speed Force yet. This time however, we don't have a speedster, but instead someone else who (thanks to the New 52) has some manipulation ability.

Inspired by the CW Arrowverse, consistent with the most recent comic take of a barely utilized character from decades ago, Helm Jr. gets his first design to enter as an official card for the HelmAverse.

-----------------------------------------
DC

VIBE



HUMAN
UNIQUE HERO
CRIME FIGHTER
INGENUOUS
MEDIUM 5

LIFE: 5
MOVE: 5
RANGE: 4
ATTACK: 5
DEFENSE: 4


POINTS: 185

DIMENSIONAL TELEPORT 4
Instead of moving Vibe normally, you may choose any empty space within 4 spaces of Vibe. You may also choose a small or medium figure adjacent to Vibe. Place Vibe on the chosen space and the chosen figure on a same level space adjacent to Vibe. When Vibe starts to teleport, if he or any figure he teleports is engaged, they will take any leaving engagement attacks.

SEISMIC VIBRATION SPECIAL ATTACK
Range 1 + Special. Attack 3.
Choose a figure to attack. You may also choose up to two other figures within 3 clear sight spaces of the targeted figure to be affected by Seismic Vibration Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Vibe cannot attack using his Seismic Vibration Special Attack on the same turn he uses Dimensional Teleport.

SPEED FORCE DISRUPTION
When an opponent’s speedster figure moves adjacent to Vibe, that figure must end its move there. Opponent's speedsters can never move through Vibe and cannot target him with a Special Attack.

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

Please credit HELM JR. in the lower corner. Thank you, Picassso.

Last edited by Matt Helm; November 3rd, 2019 at 12:46 AM.
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  #2690  
Old November 2nd, 2019, 03:19 PM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

The HelmAverse is exploding and just in time for the upcoming Family Helms-giving Bowl. The Speed Force needs to take a back seat as we now turn to the oceans. We've had a massive hole in the HelmAverse for years and it is finally time to make things right. I don't know if Jason Momoa would be proud but there is certainly a school of giant seahorses that are galloping with joy.

---------------------------------------
DC

AQUAMAN



ATLANTEAN
UNIQUE HERO
KING
VALIANT
MEDIUM 5

LIFE: 6
MOVE: 5
RANGE: 1
ATTACK: 6
DEFENSE: 5


POINTS: 180


WAVE RIDER
Aquaman does not have to stop his movement when entering a water space. If Aquaman ends his normal movement on a water space, you may add an additional 4 spaces to his move.

WATERBEARER
When Aquaman is on a water space and rolls defense against an attacking figure who is not adjacent, two shields will block all damage.

MARINE TELEPATHY SPECIAL ATTACK
Range Special. Attack 1, 2 or 3.
Aquaman starts each turn with 9 attack dice. Choose any figure within 1 space of a water space that is no more than 1 level lower than the chosen figure’s base. Attack by rolling 1, 2 or 3 attack dice. Aquaman may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Aquaman may target the same or different figures with each attack

SUPERSTRENGTH

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

Note: When we mounted him on the base, we did not include the water so his target hit zone should only include the character. - Thank you!

Last edited by Matt Helm; November 3rd, 2019 at 12:47 AM.
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  #2691  
Old November 2nd, 2019, 03:27 PM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

And what would Aquaman be without one of his arch-enemies. Lil'Helm comes through with his second design for the HelmAverse. I think he did a really nice job on this one but ultimately give him a grade of "Sea +".

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

DC

BLACK MANTA



HUMAN
UNIQUE HERO
HUNTER
VENGEFUL
MEDIUM 5

LIFE: 4
MOVE: 5
RANGE: 1
ATTACK: 5
DEFENSE: 4


POINTS: 150

AMPHIBIOUS
When Black Manta is on a water space, add 2 to his Defense. If Black Manta starts his turn on a water space, add 1 to his movement for that turn. Black Manta does not have to stop his movement when entering a water space.

HARPOON 12
After moving and before attacking, you may choose a small or medium figure within 4 clear sight spaces of Black Manta and roll the 20-sided die. If you roll a 12 or higher, you may move the chosen figure to any same level space adjacent to Black Manta. Figures moved by Harpoon will not take leaving engagement attacks.

MANTA RAY
Black Manta may increase his range by reducing his attack dice by 1 for each space added to his range.

-------------------------------------
Note: Designer name on the bottom would be LIL HELM. Thanks.

Last edited by Matt Helm; November 2nd, 2019 at 05:00 PM.
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  #2692  
Old November 2nd, 2019, 05:32 PM
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

Cool. Those look fun.
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  #2693  
Old November 2nd, 2019, 07:37 PM
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

sorry there won't be a speedy turn around today. I have just jumped on to check emails & the such before heading out for a day of boardgaming.
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  #2694  
Old November 3rd, 2019, 08:34 AM
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

only time for 1 tonight. not sure if I will get a chance through the week.

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  #2695  
Old November 3rd, 2019, 08:50 AM
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

Sweet card.
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  #2696  
Old November 3rd, 2019, 12:40 PM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Prof. Zoom, Moon Knight and Black Fl

Quote:
Originally Posted by A3n View Post
only time for 1 tonight. not sure if I will get a chance through the week.
Awesome card once again. Helm Jr. is thrilled to see his name in lights and no longer envious of his little brother's Moon Knight card.

No worries about taking a break, you have been more than generous with your time. I don't think we've ever pumped out new cards at such a crazy pace.

Hopefully there are still fans of the HelmAverse out there somewhere who appreciate your work even a fraction as much as me and my family do.

Helm
Helm Jr.
Lil' Helm
Nephew
JStrikes

There are now 5 players right here on Long Island who get excited to see new cards. Add in the two boyfriends of my two nieces and you have more fans that will be impressed. Thanksgiving may turn from a small family game to a late night tourney.

It's crazy how this game has changed over the years for me. When I first picked up the Marvel Master Set, I only had Helm Jr. to play with and after one quick game he would want to change things up by putting his Fisher Price Go Diego Go helicopter on the board. Now he and his brother are designing cards with me. It's a great game for sure but without this website, this community and the generosity of A3n, it would never have been as special.
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  #2697  
Old November 4th, 2019, 06:57 AM
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Re: HelmAverse Supers - Vibe, Black Flash and Moon Knight

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  #2698  
Old November 4th, 2019, 07:13 AM
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A3n A3n is offline
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Re: HelmAverse Supers - Vibe, Black Flash and Moon Knight

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  #2699  
Old November 4th, 2019, 07:26 AM
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Tornado Tornado is online now
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Re: HelmAverse Supers - Vibe, Black Flash and Moon Knight

Cool cards.
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  #2700  
Old November 4th, 2019, 02:23 PM
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Matt Helm Matt Helm is offline
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Re: HelmAverse Supers - Vibe, Black Flash and Moon Knight

Beautiful artwork as always. And once again your speed to market is incredible. You are too good to the Helm family.

A question I have for anyone who has read though Aquaman, on Marine Telepathy Special Attack, is it clear that the targeted figure can be anywhere on the battlefield as long as they are occupying a water space or a space adjacent to a water space and only one level higher? The idea is that he can attack by summoning sea life right on the shoreline. Orca, sharks, big mouth bass, giant squids, eels, barracuda, sea urchins, you name it. If it can reach out, jump out, whatever, it is coming for one of Aquaman's enemies. Also, he doesn't need line of sight since he just sends out a call with a description of his opponent and lets the sea life handle the sighting.

I'm thinking that the range (or lack of range) being the whole battlefield is clear enough since it is listed as "Special" and the description refers to "...any figure within 1 space of a water space...".

The line of sight kind of breaks the norm though so maybe we need to insert a line.

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

MARINE TELEPATHY SPECIAL ATTACK
Range Special. Attack 1, 2 or 3.
Aquaman starts each turn with 9 attack dice. Choose any figure within 1 space of a water space that is no more than 1 level lower than the chosen figure's base. No clear line of sight is needed. Attack by rolling 1, 2 or 3 attack dice. Aquaman may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Aquaman may target the same or different figures with each attack.

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

Second question would be does anyone think he isn't costed appropriately? Lil' Helm and I have play tested him several times and we think his points are fair. Helm Jr. was just an observer but thought maybe he should be a shade higher. We played on a pretty optimal board for Aquaman and he got some amazingly lucky roles. Helm Jr. didn't watch the game where Cyclops kicked his fishy tail. Yeah, I said it, "Cyclops" ... coming soon.
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