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  #37  
Old February 13th, 2022, 03:20 PM
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Matt Helm Matt Helm is offline
Captain Underpants
 
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Re: Helmaverse League International

My apologies for not getting this guy into any tests yet. The least I could do is offer a pic in case you didn't get to it (hopefully you have the same figure).

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  #38  
Old June 11th, 2022, 02:24 AM
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Re: Helmaverse League International

Life happens & Mr Helm probably hasn't had a chance to playtest Abra K more, but I thought I might just go ahead & post some of the updates to my designs now & Matt & the fam can just test any they think are interesting next time they have the opportunity.

so to begin here is...

Quote:
BATGIRL
DC

HUMAN
UNIQUE HERO
VIGILANTE / SIDEKICK
RESOLUTE
MEDIUM 5


LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
COST (?140)

BATARANG SPECIAL ATTACK
Range 5. Attack 3.
When Batgirl attacks with her Batarang Special Attack, she may attack 2 additional times. Any time Batgirl inflicts at least 1 wound on an opponent's figure with Batarang Special Attack, she may immediately move using her Bat-Grapple 3 special power. If Batgirl moves after any attack, she cannot attack again this turn.

AGILITY
If Batgirl is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-12, roll defense dice normally. If you roll 13 or higher, Batgirl takes no damage and may immediately move using her Bat-grapple 3 special power.

BAT-GRAPPLE 3
Instead of her normal move, Batgirl may Bat-Grapple. Bat-Grapple has a move of 3. When counting spaces for Bat-Grapple ignore elevations. Batgirl may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Batgirl may not grapple more than 30 levels up or down in a single grapple. If Batgirl is engaged when she starts her Bat-Grapple move, she will not take any leaving engagement attacks.
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  #39  
Old June 11th, 2022, 02:33 AM
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Re: Helmaverse League International

BLUE BEETLE
DC

HUMAN
UNIQUE HERO
INVENTOR / CRIME FIGHTER
STALWART / DISCIPLINED
MEDIUM 5


LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
COST tbd

BUG SPECIAL DELIVERY
Once per round after revealing an Order Marker on this card instead of taking a turn with Blue Beetle, if he is unengaged and has not been attacked this round, you may choose an empty space within 3 spaces of another figure you control or within 3 spaces of your start zone. Place Blue Beetle on the chosen space.

BB GUN KNOCKBACK
If Blue Beetle is attacked by an adjacent figure that was not adjacent at the start of their turn, roll the 20 sided die. Add one to your roll for each space the attacking figure moved this turn. If you roll 15 or higher, the attacking figure's turn ends and you may place the figure on a space that is up to 3 spaces from Blue Beetle and that is closer to the position the figure started this turn.
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  #40  
Old June 11th, 2022, 02:39 AM
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Re: Helmaverse League International

BOOSTER GOLD
DC

HUMAN
UNIQUE HERO
ADVENTURER
SELF ABSORBED
MEDIUM 5


LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
COST (?150)

GAUNTLET BLASTERS SPECIAL ATTACK
Range 5. Attack special.
Booster Gold starts each turn with 6 attack dice. Choose any non-adjacent figure within range and attack by rolling 2, 3 or 4 attack dice. Booster Gold may make one additional special attack with the remaining dice. Booster Gold may target the same or different figures with each attack.

SHIELD BELT
When Booster Gold rolls defense dice against a normal attack from a non-adjacent figure, add one automatic shield to whatever is rolled.

FLYING
When counting spaces for Booster Gold’s movement, ignore elevations. Booster Gold may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Booster Gold starts to fly, if he is engaged he will take any leaving engagement attacks.

SUPERSTRENGTH

Last edited by A3n; March 29th, 2023 at 09:16 PM.
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  #41  
Old June 11th, 2022, 03:03 AM
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Re: Helmaverse League International

CHEETAH
DC

HUMAN
UNIQUE HERO
HUNTER
NEUROTIC
MEDIUM 5


LIFE 4
MOVE 8
RANGE 1
ATTACK 4
DEFENSE 5
COST (?150)

ENGAGING LEAP
If a small, medium or large opponent's figure enters a space within 3 spaces of Cheetah, Cheetah may choose that figure and use Engaging Leap. When using Engaging Leap the chosen figure ends it's movement and you must move Cheetah up to 2 spaces to end on a space adjacent to the chosen figure. When counting spaces for Cheetah's Engaging Leap movement, ignore elevations. Cheetah may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Cheetah may not leap more than 8 levels up or down in a single leap. When moving with Engaging Leap Cheetah will not take any leaving engagement attacks.

PREDATORY DEFENSE
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the attacking figure. If Cheetah rolled at least one shield she ignores all damage and may move 2 spaces to another space that is adjacent to the attacking figure.

SUPERSTRENGTH


Spoiler Alert!

Last edited by A3n; June 18th, 2022 at 03:46 AM.
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  #42  
Old June 11th, 2022, 03:10 AM
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Re: Helmaverse League International

DIABLO
MARVEL

HUMAN
UNIQUE HERO
ALCHEMIST
GENIUS
MEDIUM 5

LIFE 4
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 3
COST (?120)

SLEEP POTION 16
When an opponent reveals an Order Marker on a card that has at least one figure within 3 clear sight spaces of Diablo, roll the 20-sided die. If you roll 16 or higher, choose all figures within 3 spaces of Diablo. Remove one unrevealed Order Marker from each of the chosen figures Army Cards. Chosen figures cannot move, attack or use any special power on their Army Card this turn.

PROTOPLASM FORM
If Diablo would receive only one wound from an attack, ignore that wound.

Last edited by A3n; June 18th, 2022 at 05:13 AM.
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  #43  
Old June 11th, 2022, 03:15 AM
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Re: Helmaverse League International

DOOMSDAY
DC

KRYPTONIAN
UNIQUE HERO
EXPERIMENT
MURDEROUS
MEDIUM 6


LIFE 7
MOVE 6
RANGE 1
ATTACK 8
DEFENSE 7
COST tbd

REJECTED BY DEATH
At the start of each of your turns after Doomsday has been destroyed, roll the 20-sided die. If you roll 19 or higher, immediately place Doomsday on a space adjacent to any figure you control and remove all Wound Markers on Doomsday's card.

GENETIC ADAPTION
If Doomsday has been destroyed and Rejected by Death, when rolling defense dice against a normal attack Doomsday adds one automatic shield to whatever is rolled.

POUNDING FISTS SPECIAL ATTACK
Range 1. Attack 3.
Doomsday may only use Pounding Fists Special Attack if this is the first time he has attacked this round. Doomsday starts each turn with 12 attack dice. Choose an adjacent figure and attack by rolling 3 attack dice. Doomsday may keep making special attacks against the same figure with 3 attack dice until he has rolled all 12 attack dice. Doomsday may not attack any other figure this turn.

SUPERSTRENGTH
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  #44  
Old June 11th, 2022, 03:17 AM
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Re: Helmaverse League International

ELEKTRA
MARVEL

HUMAN
UNIQUE HERO
ASSASSIN
VENGEFUL
MEDIUM 5


LIFE 4
MOVE 6
RANGE 3
ATTACK 4
DEFENSE 4
COST tbd

ASSASSIN DOUBLE ATTACK
If Elektra moved 4 or less spaces this turn, after attacking with her normal attack Elektra may attack one additional time.

PHANTOM WALK
Elektra can move through all figures and is never attacked when leaving an engagement.

MIND EXCHANGE 17
After taking a turn with Elektra, you may choose any Unique Hero figure within 4 clear sight spaces of Elektra. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on the card.
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  #45  
Old June 11th, 2022, 03:24 AM
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Re: Helmaverse League International

GAMBIT
MARVEL

HUMAN
UNIQUE HERO
ROGUE
TRICKY
MEDIUM 5


LIFE 6
MOVE 6
RANGE 4
ATTACK 4
DEFENSE 5
COST (?150)

HYPNOTIC CHARM
Opponents who control a figure adjacent to Gambit at the start of the round must subtract 8 from their initiative roll.

CHARGED ATTACKS
When attacking a non-adjacent figure, if Gambit has not attacked this round he may add X additional attack dice to his attack this turn. Where X is equal to the Order Marker number revealed this turn.

KINETIC FLIP
When in combat with an engaged figure, choose that figure. Before any attack or defense dice are rolled you may move Gambit to any other space adjacent to the chosen figure. Gambit will not take any leaving engagement attacks when moved with Kinetic Flip.
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  #46  
Old June 11th, 2022, 03:31 AM
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Re: Helmaverse League International

HARLEY QUINN
DC

HUMAN
UNIQUE HERO
CRIMINAL
DERANGED
MEDIUM 4


LIFE 4
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 4
COST (?100)

"AWW SWEETIE, I'M JUST THE DISTRACTION"
Instead of attacking with Harley Quinn, you may end her turn immediately and choose an insane criminal within 4 clear-sight spaces of Harley Quinn. You take a turn with the chosen figure. The chosen figure can only attack a figure adjacent to Harley Quinn this turn.

HAND BOMB SPECIAL ATTACK
Range 5. Lob 12. Attack 4.
Use this power once per game. Start the game with a bomb marker on this card. Choose a space to bomb and remove the bomb marker to throw the bomb. No clear line of sight is needed. Any figures within 3 spaces of the chosen space are affected by the Hand Bomb Special Attack. Roll 4 attack dice once for all affected figures. Each figure rolls defense dice separately.

"I’M KNOWN TO BE QUITE VEXING"
When rolling defense dice, if you roll at least one shield Harley Quinn takes no damage, the attacking figure's turn ends immediately and you may move Harley Quinn one space for each die that did not roll a shield. Harley Quinn does not take any leaving engagement attacks when moving with "I'm known to be quite vexing".

Last edited by A3n; August 13th, 2022 at 08:47 AM.
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  #47  
Old June 11th, 2022, 04:13 AM
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Re: Helmaverse League International

HAWKMAN
DC

THANAGARIAN
UNIQUE HERO
WARRIOR
FIERCE
MEDIUM 5


LIEF 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 6
COST tbd

FLOCK INSPIRATION
If Hawkman is within 2 clear sight spaces of another Thanagarian figure you control he is Inspired. All Thanagarian figures you control that are within 2 clear sight spaces of another Inspired Thanagarian you control are also Inspired. Inspired figures add 1 attack dice to their normal attack.

ANTI-GRAVITY DISENGAGEMENT
Hawkman never takes leaving engagement attacks from figures that do not have the Flying or Stealth Flying special power.

FLYING
When counting spaces for Hawkman's movement, ignore elevations. Hawkman may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Hawkman starts to fly, if he is engaged he will take any leaving engagement attacks.
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  #48  
Old June 11th, 2022, 04:18 AM
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Re: Helmaverse League International

KOBRA
DC

HUMAN
UNIQUE HERO
TERRORIST
BRILLIANT
MEDIUM 5


LIFE 5
MOVE 4
RANGE 4
ATTACK 3
DEFENSE 4
COST tbd

LAZARUS PIT
If Kobra is unengaged at the start of his turn, instead of taking a turn with Kobra you may remove up to 2 wound markers from this card.

STRIKE FORCE KOBRA
After Kobra destroys an opponents unique figure, choose that figure. You take control of the chosen figure and that figure's Army Card. Place the chosen figure on a space adjacent to Kobra and remove Wound markers from its Army Card so that it only has 2 life remaining. Remove any Order Markers from that card. You now control that Army Card and the chosen figure. It's Class is now Terrorist and it's Personality is Drone. If Kobra is destroyed, you retain control of any Strike Force Kobra Army Cards.
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