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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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SGUT11!'s Comic Customs (Nimrod)
I've had a bash at Nimrod the super sentinel from the Marvel universe. Partly because I remember seeing him a looong time ago in a comic, and liked the fact that he could give several heroes a run for their money, but mostly because I have the clix model, and he's pink and ridiculous looking.
I'm a little sketchy on his abilities to be honest, but this is as close as I feel I can get him without further input. Wiki Link: http://en.wikipedia.org/wiki/Nimrod_%28comics%29 Nimrod Marvel Android Unique Hero Hunter Relentless Large 6 Life 6 Move 7 Range 7 Attack 4 Defence 6 Anti-Mutant Double Attack When Nimrod attacks, he may attack one additional time. When Nimrod attacks with Anti-Mutant Double Attack, if the targeted figure is a Mutant, add 1 to Nimrod's attack dice for each mutant controlled by your enemy within 2 clear sight spaces of Nimrod. Nimrod cannot attack the same figure more than once. Phasing Whenever Nimrod is attacked and one or more skulls are rolled, roll a d20. If you roll 1-12, roll defence dice normally. If you roll 13 or higher, ignore all damage that would be inflicted by the attack. If you roll a 17 or higher, Nimrod may also immediately Phase up to 4 spaces. Instead of moving normally, you may place Nimrod on any empty space no more than 10 levels below Nimrod's base, and no more than 10 levels higher than Nimrod's height. If Nimrod is engaged when Phasing is activated he will not take any leaving engagement attacks. Pulse Nova Special Attack Range 2. Attack 4. All figures within two clear sight spaces of Nimrod are affected by Pulse Nova Special Attack. Roll attack dice once for all affected figures. Each figure rolls defence separately. Points 390 Super Strength I copied his Species/Type/Personality config from the C3G Sentinels, thanks, and I hope nobody minds. I've play-tested him a few times and he seems to do pretty well. A couple of things I have gone back and forth on:
Thanks for reading! Great Trades With: 'Scaper94, Sir Galahad, Gulp Last edited by Scape Goes Up to 11!; June 1st, 2010 at 01:50 AM. Reason: Added one more bullet point for consideration. |
#2
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Re: SGUT11!'s Comic Customs (Nimrod)
Great 1st custom !!
I would have made Anti Mutant Double Attack a Special Attack. It has so much going on it's not a normal attack anymore. If you do that, you could probably lower his range to 1 as well. ANTI-MUTANT SPECIAL ATTACK Range 7 Damage 4+special When Nimrod attacks with Anti-Mutant Double Attack, if the targeted figure is a Mutant, add 1 to Nimrod's attack dice for each mutant controlled by your enemy within 2 clear sight spaces of Nimrod. When Nimrod attacks with Anti-Mutant Special Attack, he may attack one additional time. Nimrod cannot attack the same figure more than once. |
#3
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Re: SGUT11!'s Comic Customs (Nimrod)
Thanks for the input. I like your idea, range 1, atach range only to his special attack.. it makes things a little tidier.
I got rid of the other special attack, and reverted to another power I used in an earlier version - making him more of an anti-mutant figure (Which is his role in the comic universe) and upped his normal attack by one. I've tested him a few times against ~ 400 points worth of various enemies, and his cost seems about right to me. Here's an updated version. Again, feedback much appreciated. Nimrod V2 Marvel Android Unique Hero Hunter Relentless Large 6 Life 6 Move 7 Range 1 Attack 5 Defence 6 Anti-Mutant Special Attack Range 7. Attack 4 +Special. When Nimrod attacks with Anti-Mutant Special Attack, if the targeted figure is a Mutant, add 1 to Nimrod's attack dice for each mutant controlled by your enemy within 2 clear sight spaces of Nimrod. When Nimrod attacks using Anti-Mutant Special Attack, he may attack one additional time. Nimrod cannot attack the same figure more than once. Phasing Whenever Nimrod is attacked and one or more skulls are rolled, roll a d20. If you roll 1-12, roll defence dice normally. If you roll 13 or higher, ignore all damage that would be inflicted by the attack. If you roll a 17 or higher, Nimrod may also immediately Phase up to 4 spaces. Instead of moving normally, you may place Nimrod on any empty space no more than 10 levels below Nimrod's base, and no more than 10 levels higher than Nimrod's height. If Nimrod is engaged when Phasing is activated he will not take any leaving engagement attacks. Mutant Neutralisation All opposing Mutant figures within 2 clear sight spaces of Nimrod roll 1 less attack dice. Points 390 Super Strength Great Trades With: 'Scaper94, Sir Galahad, Gulp |
#4
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Re: SGUT11!'s Comic Customs (Nimrod)
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How about: ANTI-MUTANT SPECIAL ATTACK Range 5. Attack 4 + Special. Anti-Mutant Special Attack can be used to attack only Mutant figures. You may add 1 attack die for each opponent's Mutant figure within two clear sight spaces of Nimrod, up to a maximum of 3 additional dice. When Nimrod attacks using Anti-Mutant Special Attack, he may attack one additional time. Nimrod cannot attack the same figure more than once. Quote:
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With the SS symbol and the splitting of Phase into its separate parts, you have 5 powers on the card, which is a lot. I'd recommend paring at least one down. Just my |
#5
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Re: SGUT11!'s Comic Customs (Nimrod)
Thanks for the feedback, most appreciated. I'm going to have to ponder it for a while.
I agree that his powers are somewhat 'dense' as far as wording and functionality are concerned... I'm trying to make him an anti-mutant powerhouse, as this is his role in comics, and therefore packing a lot into relatively few powers. I do worry that by making his SA useful against only mutants, it renders him pretty much toothless when facing other enemy types, especially given his cost? After all, he won't get his deadly anti-mutant combo against all figures: Probably less than half of all super-figs are mutants, when you figure C3G stuff into the equation (which I'd like him to be compatible with ). The dangerous combination of his powers against mutant types was intentional, but maybe it is a little over-powered I've been testing him against mutant groups, non-mutant groups and mixed groups, and his current cost seems about right... But, there are still changes to be made. Maybe I should have chosen a cheaper/weaker figure to begin with? Great Trades With: 'Scaper94, Sir Galahad, Gulp |
#6
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Re: SGUT11!'s Comic Customs (Nimrod)
Normal Attack 5 and Defense 6 certainly does not make him a wimp. If his specialty is going after mutants, that's where I was getting the special attack from. He certainly could hold his own against some of the C3G's non-mutant heroes. Besides, he should be a counter to something in the game (mutants) and there should be counters to him in the game (heavy hitting non-mutants).
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#7
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Re: SGUT11!'s Comic Customs (Nimrod)
Gosh Adam I can't possibly imajine why you would like the Future sentinel custom
</IMG> God makes us strong for a little while so we can defend the weak. DnD Customs Comics Customs Custom Terain TREKSCAPE |
#8
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Re: SGUT11!'s Comic Customs (Nimrod)
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How about keeping that theme with a less devastating mechanic, and give mutants one less defense die to resist the ranged special attack ? Add pulse Nova back instead of Neutralization with a range of 1 and the 1 less defense die for mutants ? |
#9
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Re: SGUT11!'s Comic Customs (Nimrod)
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I've tried to construct him in a way that would encourage moving him in close to his mutant enemies, with them attempting to keep reasonable distance if they are to stand a chance (Which is made more difficult due to the fact that he has a small chance to 'Phase' right back into the thick of it again, if he makes his throw. That was the core of my thinking. I'm not sure I've actually achieved that, now I look back at him in his present form... I like your suggestions. I think I'm going to look at my original brief and have a bit of a re-think... This is fun Great Trades With: 'Scaper94, Sir Galahad, Gulp Last edited by Scape Goes Up to 11!; June 2nd, 2010 at 02:51 PM. Reason: Grammar |
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