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  #49  
Old June 11th, 2022, 04:20 AM
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Re: Helmaverse League International

MAN-BAT
DC

HUMAN
UNIQUE HERO
CREATURE
INSANE
MEDIUM 5


LIFE 5
MOVE 7
RANGE 1
ATTACK 4
DEFENSE 3
COST tbd

GRAB AND DROP
After moving, before attacking with Man-Bat choose an opponent's figure that Man-Bat passed over this turn. Place the chosen figure on an empty space Man-Bat passed over after he passed over the chosen figure this turn. Roll 1 attack die. If a skull is rolled it counts as 1 unblockable hit on the chosen figure.

STEALTH FLYING
When counting spaces for Man-Bat's movement, ignore elevations. Man-Bat may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Man-Bat starts to fly, if he is engaged he will not take any leaving engagement attacks.
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  #50  
Old June 12th, 2022, 09:07 AM
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Re: Helmaverse League International

MANHUNTER
DC

HUMAN
UNIQUE HERO
PROSECUTER / VIGILANTE
RIGHTEOUS
MEDIUM 5


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

POWER STAFF SPECIAL ATTACK
Range 5. Attack 3.
After resolving this attack. If Manhunter inflicted at least 1 wound with Power Staff special attack, roll 1 attack die. If a skull is rolled it counts as 1 unblockable hit against the targeted figure.

DARKSTAR EXO-MANTLE SUIT
After rolling defense dice against a normal attack, you may re-roll any dice that did not roll shields once.
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  #51  
Old June 13th, 2022, 04:52 AM
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Re: Helmaverse League International

AVALANCHE
MARVEL

MUTANT
UNIQUE HERO
MERCENARY
DESTRUCTIVE
MEDIUM 5


LIFE 5
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 5
COST 170


AVALANCHE FORCE
When rolling attack dice for his normal attack, add 1 additional die to Avalanche's attack for each obstacle and destructible object on a space adjacent to the targeted figure. All hits rolled also count as hits rolled against any destructible objects adjacent to the targeted figure.

SEISMIC WAVES SPECIAL ATTACK
Range 5. Attack 2.
Choose the first figure on each of the 6 straight lines from Avalanche to attack. Roll 2 attack dice once for all affected figures. Affected figures roll defense dice separately. After resolving this attack, move each small and medium chosen figures 1 space in a straight line away from Avalanche. Each figure that cannot be moved receives 1 wound. Figures moved by this attack will not take any leaving engagement attacks.


original design:
Spoiler Alert!

Last edited by A3n; November 19th, 2023 at 07:54 PM.
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  #52  
Old August 13th, 2022, 09:39 AM
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Re: Helmaverse League International

WINGMEN OF THANAGAR
DC

THANAGARIAN
COMMON SQUAD (2-3)
LAWMEN
RESOLUTE
MEDIUM 5


LIFE 1
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
COST tbd (80)

WINGMAN
After moving with the Wingmen of Thanagar, choose one of the Wingmen figures moved this turn. If the other Wingmen of Thanagar figure is within 2 spaces of the chosen figure you may move that figure to any other empty space within 2 spaces of the chosen figure. The chosen figure cannot attack this turn.

ANTI-GRAVITY DISENGAGEMENT
Wingmen of Thanagar never take leaving engagement attacks from figures that do not have the Flying or Stealth Flying special power.

FLYING
When counting spaces for a Wingmen of Thanagar's movement, ignore elevations. Wingmen may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Wingmen starts to fly, if she is engaged she will take any leaving engagement attacks."

Last edited by A3n; August 14th, 2022 at 09:29 PM.
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  #53  
Old August 13th, 2022, 10:52 AM
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Re: Helmaverse League International

How many figures in the squad?
You have Hawkgirl in the second power.
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  #54  
Old August 14th, 2022, 09:29 PM
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Re: Helmaverse League International

Quote:
Originally Posted by Tornado View Post
How many figures in the squad?
You have Hawkgirl in the second power.
I was thinking that it would be 2, maybe 3. (I think I only have 2 figures have to do a bit more of a thorough search ). 2 is probably the most symmetrical with Hawkman's & their Wingman the powers.

Oops, yeah I copied the racial powers from Hawkgirl. Fixed. Thanks
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  #55  
Old August 17th, 2022, 06:47 PM
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Sherman Davies Sherman Davies is offline
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Re: Helmaverse League International

Weird, dunno how I missed this thread until now. Good to see you adding to the Helmaverse even more than you already have.


Quote:
Originally Posted by A3n View Post
AVALANCHE FORCE
When rolling attack dice for his normal attack, add 1 additional die to Avalanche's attack for each space adjacent to the targeted figure that has terrain or an obstacle, that has a height greater than the targeted figure.

SEISMIC WAVES SPECIAL ATTACK
Range 5. Attack 2.
Choose the first figure on each of the 6 straight lines from Avalanche to attack. Roll 2 attack dice once for all affected figures. Affected figures roll defense dice separately. After resolving this attack, move each chosen figure 1 space in a straight line away from Avalanche. Each figure that cannot be moved receives 1 wound. Figures moved by this attack will not take any leaving engagement attacks.

Avalanche Force is a deceptively tricky power, maybe more problematic than it's worth if your goal is to fit in with Mr. Helm's simple, Heroscapey style. For instance, what is meant by "terrain," and why is it distinct from "obstacles?" What if the obstacle's listed height (like a bridge's stone walls) is shorter than the target's, but being on higher ground makes the obstacle's actual height higher? Which height counts?

As for the Seismic Waves SA, it's cleaner but I think if you limited the moving figure effect to small and medium targets you could avoid some weird questions that can arise when moving an opponent's double spaced figure.
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  #56  
Old August 17th, 2022, 09:42 PM
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Re: Helmaverse League International

Quote:
Originally Posted by Sherman Davies View Post
Weird, dunno how I missed this thread until now. Good to see you adding to the Helmaverse even more than you already have.


Quote:
Originally Posted by A3n View Post
AVALANCHE FORCE
When rolling attack dice for his normal attack, add 1 additional die to Avalanche's attack for each space adjacent to the targeted figure that has terrain or an obstacle, that has a height greater than the targeted figure.

SEISMIC WAVES SPECIAL ATTACK
Range 5. Attack 2.
Choose the first figure on each of the 6 straight lines from Avalanche to attack. Roll 2 attack dice once for all affected figures. Affected figures roll defense dice separately. After resolving this attack, move each chosen figure 1 space in a straight line away from Avalanche. Each figure that cannot be moved receives 1 wound. Figures moved by this attack will not take any leaving engagement attacks.

Avalanche Force is a deceptively tricky power, maybe more problematic than it's worth if your goal is to fit in with Mr. Helm's simple, Heroscapey style. For instance, what is meant by "terrain," and why is it distinct from "obstacles?" What if the obstacle's listed height (like a bridge's stone walls) is shorter than the target's, but being on higher ground makes the obstacle's actual height higher? Which height counts?

As for the Seismic Waves SA, it's cleaner but I think if you limited the moving figure effect to small and medium targets you could avoid some weird questions that can arise when moving an opponent's double spaced figure.
Hi Sherman, thanks for dropping by.

Terrain & obstacles are already part of the "Flying" special power so I consider those terms as Heroscapey. But I agree with your points about the height issues. What do you think of:

Quote:
AVALANCHE FORCE
When rolling attack dice for his normal attack, add 1 additional die to Avalanche's attack for each obstacle and destructible object on an adjacent space to the targeted figure. All hits rolled also count as hits rolled against any destructible objects adjacent to the targeted figure.
I worded the adjacency that way as I wasn't sure if an obstacle can be adjacent to a figure in the game's definition of adjacency. Happy for somebody to say that they can & I can remove those extra words.

Thanks for the thoughts on Seismic Waves SA. I will update:
Quote:
SEISMIC WAVES SPECIAL ATTACK
Range 5. Attack 2.
Choose the first figure on each of the 6 straight lines from Avalanche to attack. Roll 2 attack dice once for all affected figures. Affected figures roll defense dice separately. After resolving this attack, move each small and medium chosen figures 1 space in a straight line away from Avalanche. Each figure that cannot be moved receives 1 wound. Figures moved by this attack will not take any leaving engagement attacks.
Thank you for your input. I have been wanting to move forward here but it's been hard with @Matt Helm s real life commitments.
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  #57  
Old August 18th, 2022, 07:31 AM
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Re: Helmaverse League International

I like those new versions better. You're correct about the ambiguity when it comes to the game's use of adjacency and obstacles; technically, figures can only be adjacent to other figures, going strictly by the game's use of the word.
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  #58  
Old August 18th, 2022, 07:47 PM
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Re: Helmaverse League International

ABSORBING MAN
Marvel

UNIQUE
HERO
MUTANT
CRIMINAL
DAUNTLESS
MEDIUM 5


LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFFENSE 6
COST tbd (230)

ABSORB
When rolling attack dice for his normal attack, Absorbing Man may roll attack dice equal to the Attack value of the normal or special attack of a figure he was adjacent to at the start of this turn.
When rolling defense dice, Absorbing Man may roll defense dice equal to the normal defense value of a figure or destructible object he was adjacent to at the start of this turn.

BALL AND CHAIN SPECIAL ATTACK
Range 1. Attack 5.
Choose an opponents adjacent figure to attack and choose up to 2 other opponents figures that are adjacent to both Absorbing Man and the first chosen figure. Roll attack dice once for all chosen figures. Chosen figures roll defense dice separately.

SUPERSTRENGTH
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  #59  
Old August 18th, 2022, 08:15 PM
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Re: Helmaverse League International

Now the Helmaverse doesn't use secret identities on the card but I wonder if we could try implement secret identities via their own card/figure. Specifically (or starting with) Billy Batson because I wouldn't want to waste the figure once we separate them from the Heroclix. This is what I was thinking with Secret Identity being the useable power (similarly implemented to what C3G have done):

BILLY BATSON
DC

UNIQUE HERO
HUMAN
CITIZEN
INNOCENT
MEDIUM 4


LIFE 4
MOVE 4
RANGE 1
ATTACK 1
DEFENSE 1
COST TBD (50)

SECRET IDENTITY
If you also drafted Captain Marvel, choose either Captain Marvel or Billy Batson to start the game on the battlefield. Either Billy Batson or Captain Marvel can be on the battlefield at a time, not both.

SHAZAM!
Anytime either a Billy Batson or Captain Marvel figure you control receives one or more wounds or is destroyed, you may switch the two figures, if possible. After switching the figures, roll one unblockable attack die against each figure adjacent to the placed figure. Switched figures will not take any leaving engagement attacks. If Billy Batson was on the battlefield and you switched his figure with Captain Marvel, ignore all wounds from this attack.

Last edited by A3n; August 18th, 2022 at 09:14 PM.
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  #60  
Old August 19th, 2022, 01:30 AM
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Re: Helmaverse League International

BIZARRO
DC

UNIQUE HERO
HTRAEIAN
ADVERSARY
CONTRARY
MEDIUM 5


LIFE 7
MOVE 8
RANGE 1
ATTACK 8
DEFENSE 7
COST tbd (380)

BIZARRO OF STEEL
After your opponent rolls attack dice for a non-adjacent attack against a friendly figure adjacent to Bizarro, you must defend that attack with Bizarro. Move the targetted friendly figure one space if possible and roll one unblockable attack die against that figure. Roll defense dice as if Bizarro was the targeted figure. Place any received wound markers on this card.

ICE VISION SPECIAL ATTACK
Range 4. Attack 3.
When attacking with Ice Vision Special Attack, Bizarro must attack an opponents or a friendly figure one additional time if there is at least one figure within range. If a figure receives one or more wounds from Ice Vision Special Attack, remove one Order Marker from that figures Army Card if possible.

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

SUPERSTRENGTH
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