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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#3157
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Re: HelmAverse Supers - Reinforcements Arrive
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Speaking of A3n art, I look forward to his choice on the Mirror Destructible Object. the question is, what will the maestro do? 1) Should it be consistent with other DOs (the breakable wall and the HelmAverse cars) and be an actual pic on a battlefield? 2) Should it be the same background as Mirror Master with the mirror in place instead of the MM figure? 3) Should it be something completely different? If choice 1 is the best call, I've added a pic to the gallery that might work: Artistic control is in his great hands. |
#3158
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Re: HelmAverse Supers - Reinforcements Arrive
thank you. I was meaning to take a photo of my warehouse & put your original image in front of it. Just hadn't got to digging out the pieces or camera yet.
My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#3159
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Re: HelmAverse Supers - Reinforcements Arrive
My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#3160
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Re: HelmAverse Supers - Reinforcements Arrive
YEEEEEESSSSSSSS! That looks great.
Thanks, pal. |
#3161
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Re: HelmAverse Supers - Reinforcements Arrive
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Anyway, I definitely now agree that his point value should be lowered. By how much is tough to say. I think I would be comfortable at 130 but I don't even know if that's where it would end. His attack is nasty but he lacks mobility and defenses against range and special attacks. For now, we will go with an amend of points to 130. In the meantime, I'm hoping to get some play testing in soon so that I can finish off a certain Image icon as well as work on A3n's Abra-Cadabra. |
#3162
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Re: HelmAverse Supers - Reinforcements Arrive
Wow, it seems like forever since I really got the chance to post a new character design. With Helm Jr. in college, play testing comes around a little less often. Luckily, Lil'Helm (and sometimes even J Strikes) has been a motivating force to get a little plastic mayhem in once in a while. Tonight, we hope we finally got this fellow in a place where we think we are comfortable. I cannot tell you how difficult it was to capture this guy in a Helm-y sort of way without making him just ridiculous. I mean, how do you depict a character who basically has every power imaginable? Believe me, it has been hellish...
Well, let's get to him, daddy Helm presents: ------------------------------- IMAGE SPAWN HELLSPAWN UNIQUE HERO ASSASSIN DEFIANT MEDIUM 5 LIFE: 7 MOVE: 6 RANGE: 1 ATTACK: 5 DEFENSE: 5 POINTS: 310 NEGATIVE ENERGY HEALING 11 After taking a turn with Spawn, if he is engaged, you may roll the 20 sided die. If you roll an 11 or higher, remove one Wound Marker from this card. NECROPLASM SPECIAL ATTACK Range 3. Attack: 6 + Special. When attacking with Spawn's Necroplasm Special Attack place a wound marker on this card and roll 6 attack dice. If Spawn is attacking an adjacent figure with his Necroplasm Special Attack, he may add 1 additional attack die. STEALTH FLYING When counting spaces for Spawn’s movement, ignore elevations. Spawn may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Spawn starts to fly, if he is engaged he will not take any leaving engagement attacks. SUPERSTRENGTH ------------------------- Figure used is Heroclix "Nightwatch" with an added cape collar from a Doctor Strange clix and a little bright red paint to Nightwatch's previously grey cape. We didn't bother getting crazy with any other costume details since Spawn has not always been consistent anyway. ------------------------- EDIT: Changed the wording on Necroplasm Special Attack based on suggestion from Ticket-Master. EDIT: I agreed with Sherman and A3n and removed the redundancy regarding being engaged with at least one opponent figure. Last edited by Matt Helm; November 25th, 2021 at 02:53 AM. |
#3163
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Re: HelmAverse Supers - Reinforcements Arrive
After printing some of the recent HelmAverse cards, we did notice that the font on the newer cards is larger than ever before. Maybe this was intentional as A3n may be getting as old as me so the bigger font acts like that deck of cards that my gramps used to use to play pinochle.
If not intentional, check out Nova, Kick-Ass, Beast Boy, Shang-Chi and the Mirror D.O. and compare the font to Hasbro's Iron Man. The Helm crew doesn't mind either way, like I said, my eyes aren't what they used to be. I just wanted to raise awareness in case the old A3n OCD needs to be alerted. |
#3164
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Re: HelmAverse Supers - Reinforcements Arrive
Would this not work better for the special attack:
Range 3. Attack 6 + Special Before attacking with Necroplasm Special Attack, place a wound marker on this card. When attacking an adjacent figure with this special attack roll one additional die. Or something similar. Just seems more efficient to word it this way. Unless I’m missing an interaction with how you have it worded. |
#3165
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Re: HelmAverse Supers - Reinforcements Arrive
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#3167
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Re: HelmAverse Supers - Reinforcements Arrive
I hope you don't mind I altered your suggestion a little. I wanted to avoid the "+ Special" since there are only two options. It is either 6 or it is 7. It's easier for me to remember how the power works if I list both options that way.
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#3168
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Re: HelmAverse Supers - Reinforcements Arrive
It’s still your card so do what you want with it. I typed this on my phone while watching the Utah Jazz play so I’d be surprised if it was perfectly worded anyways.
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