• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Confred's Workshop: X-Men Unique Squad!!

Confred

Empty Fist Shaking Power Codex Architect
Site Supporter
* Newest
X-Men
x_men_original.jpg


DC
Anti-Monitor
Aquaman
Batman
Granny Goodness
Parademon
Superman
Wonder Woman

Marvel
Black Panther
Black Widow
Captain America
Daredevil
Deadpool
Elektra
Galactus (Ibechief edit)
Ground Assault Drone
Hawkeye
Incredible Hulk
Iron Fist
Iron Man
Iron Man (Mark V)
Jessica Jones
Loki (Bonus Edits)
Luke Cage
Moonknight
Nick Fury
Puppet Master (hi1hi1hi1hi1 edit)
Spider-Man (Web) (Discussion)
Thor
Valkyrie
X-Men (Unique Squad)
Wakandan Royal Guard

Other
 
Last edited:
TMNT

My first customs will be from the childhood Classic: Teenage Mutant Ninja Turtles and inspired by B&K's thread, using his cards as base. I worked with him in his original TMNT thread but had creative differences and I split. Kudos to his designs. With each character I have commentary touching on their development and interactions with B&K's blueprints.
His original post can be found here: http://www.heroscapers.com/community/showthread.php?t=28924

With the turtles I had the mantra "Think Ninja". They each had to be tricky in their own particular ways. Also, they are to be a hero squad so I want synergies and quirky interactions. Finally, I wanted some way of having them not get mowed down by range. This final part never really materialized, but is dealt with by their small hit zones and fast movement.
I don't have cards mocked up yet and names of special powers are not final.
Leonardo
Spoiler Alert!

Leonardo Commentary
Spoiler Alert!

Michelangelo
Spoiler Alert!

Michelangelo Commentary
Spoiler Alert!

Raphael
Spoiler Alert!

Raphael Commentary
Spoiler Alert!

Donatello
Spoiler Alert!

Donatello Commentary
Spoiler Alert!

April O’Neil
Spoiler Alert!

April O'Neil Commentary
Spoiler Alert!

Casey Jones
Spoiler Alert!

Casey Jones Commentary
Spoiler Alert!

Master Splinter
Spoiler Alert!

Master Splinter Commentary
Spoiler Alert!

4 Turtles = 430pts + Casey = 500pts
4 Turtles + Splinter = 600pts
4 Turtles + Splinter + Casey + April = 700pts
 
Re: Confred's Customs 3/1- TMNT

I love what you can get in a 700 point army there! :)
I'd argue that Michaelangelo's "Taunt 14" power is more than just "inspired" by B&K though. That seems like a borderline rip off, so you might consider swapping it out for something more original ... Also, looking at his card, 100 points seems a bit low for what he brings to the table. 140 maybe? 6 defense and counter strike and whirlwind special attack is pretty fierce.
 
Re: Confred's Customs 3/1- TMNT

Beat Down
After Casey Jones attacks, if the defending figure rolled no shields, Casey Jones may attack again.
That is a really cool power.

Master Splinter has a life of 3 and a defense of 3, and he costs 170 points???? I am certain that he is grossly overpriced. I wouldn't draft him at 70 points, when I could pay 10 more and get Raelin. I think with his card the way it is, he is probably worth like 15 or 20 points at the most.
 
Re: Confred's Customs 3/1- TMNT

20 points? Did you read "Ninja Master"? I know he's glass jawed, but that's a pretty nice power ... I mean, it's not 170 points on its own with how glass jawed he is, but he's more than 20! :p
 
Re: Confred's Customs 3/1- TMNT

Spoiler Alert!
 
Re: Confred's Customs 3/1- TMNT

Agreed. That's pretty lame.
 
Michelangelo Tuning

Before PlayTest Commentary:
Spoiler Alert!

Michelangelo
Mutant
Unique Hero
Ninja
Tricky
Medium 4

Life 4
Move 5
Attack 3
Defense 6 (4)
Points 100 (110)

Taunt 14
After moving and before attacking, choose one opponent’s figure within 3 clear sight spaces of Michelangelo and roll the 20-sided die. If you roll a 14 or higher, move that figure adjacent to Michelangelo and force it to attack Michelangelo with one less attack die. Figures moved with Taunt 14 are never attacked for leaving an engagement.
Whirlwind Special Attack
Range 1. Attack 3.
Michelangelo may attack any or all figures adjacent to him with Whirlwind Special Attack. Roll each attack separately.
Counter Strike
When rolling defense dice against a normal attack from adjacent figures, all excess shields count as unblockable hits on the attacking figure.


- The Play Test (at Defense 4): 1-4
Michelangelo vs. Kumiko (-20)
Spoiler Alert!

Michelangelo vs. Ne-Gok-Sa (-10)
Spoiler Alert!

:shock: - Taunt isn't automatic :oops:. Continuing tests appropriately
Michelangelo vs. Atlaga (-10)
Spoiler Alert!

Michelangelo vs. Agent Carr (-0)
Spoiler Alert!

Michelangelo vs. Sgt. Drake Alexander <RotV> (+10)
Spoiler Alert!

Results: Defense drops from 6 to 4, Points drop pending.
On Second thought, Michelangelo should be imposing and intimidating to approach with his twirling display of Nunchaku.

- The Second Play Test (at Defense 5):
Michelangelo vs. Kumiko (-20)
Spoiler Alert!

Michelangelo vs. Atlaga (-10)
Spoiler Alert!

Result: Keep Defense at 4.

-
Splinter Commentary
Spoiler Alert!

Responses to Criticism
Spoiler Alert!
 
Re: Confred's Customs 3/1- TMNT

Spoiler Alert!
 
Re: Confred's Customs 3/1- TMNT

And our Michelangelo's are different. Your version of Mikey had him jumping from buildings and ambushes and the like.
Mine has him break-dancing area affecting and invoking challenges as in the movies, regardless of height advantage. Similar but at the same time different.
:D

Responses to Criticism
Spoiler Alert!
 
Re: Confred's Customs 3/1- TMNT

I felt it was more the concept of Taunt and the fact it had been around a long time - but all water under the bridge mate.

I like your thoughts on each character. Thanks for uploading them Confred.

I also really like your cartoon version of April - very fitting. I can just see her in her Yellow jumpsuit.

In the comic, April actually helped to create the Mouser at Baxter Stockman's business. Baxter attempted to kill her with his Mousers which had been used to rob banks (as she found out about it). Hense the reprogramming ability.

I do like your cartoon version of both April and Don actually. They both fit the cartoon well.

Cheers,
Ben.

PS. My wave 2/3 releases have some comic/cartoon characters which I have laid out already (Rocksteady, Beebop, Leatherhead and Baxter Stockman as a fly, Metalhead and Slash) When I get to them, I would be interested to hear your thoughts on them. :)
 
Re: Confred's Customs 3/1- TMNT

Yeah I ended up reading the comics throughout this project and I liked your programming ability for that reason.
-
I thought about continuing with Rocksteady and Beebop
Perhaps a charge attack for one and a rapid fire attack for the other, both with a chance to bumble and fail, friendly fire on miss for the rapid fire for example.
But to be honest, not having figures is disheartening. For the ones I made, I think I will sculpt them. But there are obvious flaws in that route.
Oh, and your Foot are perfect. I might redo Shredder (although I never cared for him as a kid, so meh) but the Foot don't need anything.
 
Re: Confred's Customs 3/1- TMNT

Well now that everyone is all lovey dovey despite the plagiarism :p (although I will admit that there is a C3G wannabe group that mirrors everything we do, and it is kinda annoying), we can get back to talking about these cartoon TMNT.

Casey Jones' Beat Down power is a cool power that you didn't come up with. Good job on picking a good one though. :lol:


Mutant Sympathy
If you control at least one Mutant figure, add 2 to your initiative rolls.
Reporting 12
If there is at least one opponent’s figure within 12 clear sight spaces of April O’Neil, add 2 to your initiative rolls.
Mutant Sympathy is worded rather oddly, and it doesn't make thematic sense to me that your entire army moves quicker to the fight because April and Mutants are working together, and that somehow reflects her sympathies to mutants. However, Reporting 12 is cool, it makes perfect thematic sense.
 
Re: Confred's Customs 3/1- TMNT

Shredder from the cartoon was quite different - lead from the back more.

I was thinking for Rocksteady and Beebop that they should either have a high attack, but 2 skulls count as one
OR

UNDER PRESSURE
After attacking, reroll a number of dice showing skulls, equal to the number of shields the defender rolled. Then apply any wounds as normal.

The second one makes them very succeptible to Counterstrike - which I like. They come in strong and stuff it up. They are very low cost characters I think. Would be great to hear your thoughts on them.

Cheers,
Ben.
 
Re: Confred's Customs 3/1- TMNT

Mutant Sympathy is worded rather oddly, and it doesn't make thematic sense to me that your entire army moves quicker to the fight because April and Mutants are working together, and that somehow reflects her sympathies to mutants.

I have the idea that Mutants are ostracized and left out, discouraged. Well here is somebody sympathetic to their plight and genuinely wanting to help them, and it's uplifting.
The other is that her sheer enthusiasm enhances the whole.
But mainly, even though she doesn't have an OM on her, she is busy, jotting, writing, recording.
 
Re: Confred's Customs 3/1- TMNT

Well I don't wanna tell you how to do your own customs, but I find two initiative powers kinda lame and well... boring. Seriously, where is the fun in that? Why not consider something that affects the game-play and not just the order of who goes first? Like allowing April to immediately move upto 5 spaces if you win initiative, or a power that prevents opponents from attacking April in any way if she is adjacent to at least one Mutant you control. I would just suggest you try and make her a bit more fun that's all.
 
Re: Confred's Customs 3/1- TMNT

...I find two initiative powers kinda lame and well... boring... Why not consider something that affects the game-play and not just the order of who goes first?...I would just suggest you try and make her a bit more fun that's all.
Ah I see.
But she is only 30pts and is sort of just a glyph. That +4 initiative could be that little edge needed to get the swift but 4life heroes to their positions and tasks before they get cut down. I'm not stubbornly defending my position, but I am from a Magic the Gathering background where it is fine to have a figure get boosted in the same area by two different conditions.
But then again, since she is just a glyph, drafting Isamu+Otonashi would possibly be more powerful in this army.
Good points, I will sleep on it.
-
Edit:
... Like allowing April to immediately move upto 5 spaces if you win initiative...
I really should sleep on it, but what about a Mutant Reporting special power that moves her every time you move a Mutant. Beef up the Reporting 12 bonus and she moves along with the turtles and eventually free-moves all the way to the action where she reports for the initiative bonus.
With Splinter's 4 activations and Leo's 3, she can be quite mobile. The Mutant Reporting would probably move her not a complete move, 2 or so. 14 spaces total with the full synergy going..
This would keep her more active, more involved in the action, and more a target for your opponent.
Sounds neat actually, I don't like the double use of 'Reporting' and in my sleep hopefully I will come up with a better word for one of them.
 
Re: Confred's Customs 3/1- TMNT

Glad to see everything got worked out here.
 
Raphael Tuning

Raphael
Mutant
Unique Hero
Ninja
Rebellious
Medium 4

Life 5
Move 6
Range 1
Attack 3
Defense 5 (4)
Points 115

Double Attack
After Raphael attacks, he may attack one additional time.
Frenzy
After taking a turn with Raphael, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Raphael.

- Play Test 4-2
Raphael vs. Atlaga (-25)
Spoiler Alert!

Raphael vs. Agent Carr (-15)
Spoiler Alert!

Raphael vs. Sgt. Drake Alexander <RotV> (-5)
Spoiler Alert!

Raphael vs. Migol Ironwill (-5)
Spoiler Alert!

Raphael vs. Deathwalker 8000 (+15)
Spoiler Alert!

Raphael vs. Major Q10 (+35)
Spoiler Alert!

Result: Defense lowers from 5 to 4.

- Play Test 2 (at Defense 4) 3-1
Raphael vs. Agent Carr (-15)
Spoiler Alert!

Raphael vs. Sgt. Drake Alexander <RotV> (-5)
Spoiler Alert!

Raphael vs. Migol Ironwill (-5)
Spoiler Alert!

Raphael vs. Major Q10 (+35)
Spoiler Alert!

Result: Made weaker, but still has a better record. Frenzies are massive swings, but uncommon enough to be ok for now. Attack is a proven 3 and not 2. More testing is required, but at another time, with another composition and setting.

-Play Test 3 - All Star Royal
Raphael vs. Kaemon Awa (+5)
Spoiler Alert!

Raphael vs. Krug
Spoiler Alert!

Results: Raphael trades with 100 and 110 point figures with a slight edge in his favor and potential to do more, however when faced against 120 point figures, his place is shown. That potential to do more might win him against such a fight, but it will be rare. 115 points is agreeable for now.
 
Re: Raphael Tuning

Raphael
Mutant
Unique Hero
Ninja
Rebellious
Medium 4

Life 5
Move 6
Range 1
Attack 3
Defense 5
Points 115

Double Attack
After Raphael attacks, he may attack one additional time.
Frenzy
After taking a turn with Raphael, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Raphael.
Excellent work. This is a great custom, and you know what, I would draft him at 130 even. Perhaps a bump in cost?

Seriously, really good custom. :thumbsup:
 
Donatello Tuning

Donatello
Mutant
Unique Hero
Ninja
Calculating
Medium 4

Life 4
Move 5
Range 1
Attack 4
Defense 5
Points 90

Keen Observation
Anytime you roll the 20-sided die for a Ninja Army Card, you may add 1 to your die roll. At least one figure on the Army Card must be Donatello or within 4 clear sight spaces of Donatello before the roll.
Disable Device 16
Instead of moving, Or instead of attacking, you may choose an adjacent Soulborg figure to disable. Roll the 20-sided die. If you roll a 16 or higher, remove all Order Markers from that figure’s Army Card.
Repair Device 16
Instead of moving, Or instead of attacking, you may choose an adjacent Soulborg figure to repair. Roll the 20-sided die. If you roll a 16 or higher, remove all Wound Markers from that figure’s Army Card.
-
I suspect him to be a solid character solo, and have his true tests when paired with friends.
-Play Test 1 Solo
Donatello vs. Atlaga (-10)
Spoiler Alert!

Donatello vs. Agent Carr (-0)
Spoiler Alert!

Donatello vs. Sgt. Drake Alexander <RotV> (+10)
Spoiler Alert!

Donatello vs. Major Q10 (+50) Bonus Fight
Spoiler Alert!

Results: His stats are exactly where I want them in solo play.

- Play Test 2 - Team Matches
Donatello & Michelangelo (200) vs. Atlaga & Migol Ironwill (+0)
Spoiler Alert!

Donatello & Michelangelo vs. Marro Stingers x2 (-90)
Spoiler Alert!


Donatello & Raphael (215) vs. Major Q10 & Tagawa Samurai Archers (-0)
Spoiler Alert!

Donatello & Raphael vs Stingers x2
Spoiler Alert!


Donatello & Major Q10 (250) vs. Brave Arrow & Elite Onyx Vipers & Krav Maga Agents
Spoiler Alert!


Donatello Changes v1.1
Points change from from 100 to 90
Personality changes from Calculating to Introspective
Device abilities change from 'After moving, instead of attacking' to 'Instead of moving, Or instead of attacking'.

Donatello & Ninjas of the Northern Wind (200) vs. Marro Stingers (120)
Spoiler Alert!


Results: Donatello passes Tuning Phase 1
 
Re: Confred's Customs *3/3* - TMNT: Donatello Teams PlayTest

Wow! Talk about alot of playtesting in a short amount of time.
Nice work getting that all done Confred.
Some interesting thoughts on the way the figures interact. I'd be very interested to see how do they go against Marvel Heroscape figures.
Cheers,
Ben.
 
Re: Confred's Customs *3/3* - TMNT: Donatello Teams PlayTest

Some Team Tests would be an obvious next step once they have all done some Heavy Hitter tests to nail down their costs a bit more.
 
Re: Confred's Customs *3/3* - TMNT: Donatello Teams PlayTest

Yes Team tests are definitely creeping up.
But, can you explain more about the Heavy Hitter test? I know we use it in C3G, but I don't know how to gather information from getting completely owned by Krug?
 
Re: Confred's Customs *3/3* - TMNT: Donatello Teams PlayTest

Leonardo
Mutant
Unique Hero
Ninja
Precise
Medium 4

Life 4
Move 6
Range 1
Attack 5
Defense 4
Points 115

Fearless Leader
After taking a turn with Leonardo, you may move up to 3 Ninjas you control up to 2 spaces each. All figures moved with Fearless Leader must be within 8 clear sight spaces of Leonardo prior to moving. Leonardo cannot be moved with Fearless Leader.
Protector 14
If a figure within 3 clear sight spaces of Leonardo attacks a friendly figure, and rolls at least one skull, roll the 20-sided die. If you roll 1-13, roll defense dice normally. If you roll a 14 or higher, immediately move Leonardo adjacent to that figure and attack it with a normal attack. If the figure survives, roll defense dice normally. If Leonardo is engaged when he uses Protector 14, he doesn't take any leaving engagement attacks.
Spoiler Alert!

-
Since his abilities require teammates, that is where we will start the testing.
I predict his Protector ability will be powerful, but once drawn into engagement he will simply become the focus and not just ping all over the place. His Defense 4 and Life 4 should keep him in check and his points down.
-
I like how Leonardo wants the opponent to be engaged and thus force their attacks and trigger his Protector. This should encourage Donatello not to just sit back and watch. He will be adjacent, moved there with Fearless Leader, and protected by Leo and his 5 defense, all the while contributing with his observations. Donatello is second in command, but Leo is first, and when Leo is around, Donatello fights with the rest of them. +Flavor Points.
-
I also like how Leonardo doesn't have Disengage. Not only does it save text space, it keeps his powers in check and point costs down.

Play Test Duo Testing
Leonardo & Donatello (205) vs. Deathwalker 8000 & 10th Regiment of Foot
Spoiler Alert!

Changes v1.1
Protector 14
If a figure within 3 clear sight spaces of Leonardo attacks a friendly figure, and rolls at least one skull, roll the 20-sided die. If you roll 1-13 roll defense dice normally. If you roll a 14 or higher, immediately move Leonardo adjacent to that figure and attack it with a normal attack. If the figure survives, roll defense dice normally. If Leonardo is engaged when he uses Protector 14, he doesn't take any leaving engagement attacks.
This change reduces the potency of the power. Leonardo only dashes in when the teammate is actually in peril. Also, it requires clear sight, which was the intention of the original but was left out due to oversight.
-

Play Test 1.1 Duo Testing continued
Leonardo & Donatello (205) vs. Marro Stingers (120)
Spoiler Alert!

Result: Proposal to increase Life to 6, or +1(5) Life +1(5) Defense

Play Test Queue
Leonardo & Michelangelo (225) vs.
Leonardo & Raphael (230) vs.
Leonardo & Ninjas of the Northern Wind (225) vs.
Play Test Trios Testing
Leonardo, Donatello, & Michelangelo (315)
Leonardo, Donatello, & Raphael (320)
Leonardo, Michelangelo, & Raphael (340)
Leonardo, Donatello, & Ninjas of the Northern Wind (315)
Bonus: Leonardo, Donatello, & Major Q10 (355)
 
Back
Top