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Doctor Doom

Lord Pyre

...has moist legs
Site Supporter
Doctor Doom (Victor Von Doom)

C3G2_DoctorDoom.png


Card PDF

NAME = DOCTOR DOOM
IDENTITY = VICTOR VON DOOM

UNIQUENESS = EVENT HERO
SPECIES = HUMAN
CLASS = CONQUEROR
PERSONALITY = EGOMANIACAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 6
RANGE = 5
ATTACK = 5
DEFENSE = 6

POINTS = 525


DOOM’S PROXY
For the entire game, all Doombots may use any ability on this card and have +1 Life.

ARMY OF DOOM
Instead of his ordered activation, you may activate up to 2 figures that are either Doombots or Doctor Doom. During this activation, instead of its attack phase, you may defeat that Doombot and, before removing its figure, roll 3 damage dice against an adjacent figure.

MYSTIC BOLT
Instead of an attack action, you may roll a combat die against a figure within 5 clear spaces. If you roll a skull, you may either inflict a wound on that figure or place that figure on a space within 3 spaces of its original placement.

FACTION = LATVERIA
PUBLISHER = MARVEL
KEYWORDS = Science
SYMBOLS = FLYING, MAGICAL AFFINITY, SUPER STRENGTH

WORLDS COLLIDE: While Doom often uses his Doombots as a single proxy for himself to fool the heroes, he also can use them as a massive army, hiding his own identity while destroying everything in his path.

Resources and Rulings
  • The suggested figure for this unit is a Heroclix figure: Galactic Guardians #019 / Dr. Doom
  • See this card's wiki page for synergies and strategies!
Credits
Updates
• 2024-01-06 - Added italics to DOOMS PROXY
 
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Re: Doctor Doom (Design)

I'm okay with Latveria and Power Armor here.

Just curious on the theme, should Mystic Bolt be able to move any size figure? Any issues/clarification when moving a double base or larger?
 
Re: Doctor Doom (Design)

It's Magic and its Dr Doom, I don't mind him flinging something huge. But I also don't really care about it either way.
 
Re: Doctor Doom (Design)

Psyched to see this rolling, agreed! :-D

In 2.0 it's incapacitated, not destroyed.

To clarify for Mystic Bolt, you only want it to count if the skull is actually rolled, yes? The current version would not work with a hypothetical ability that added a hit to the roll (which I think is fine, just want to check).

Agree with everything you have for the keyword bar.
 
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Re: Doctor Doom (Design)

I'm fine either way on the mystic bolt, whatever people are happy with. I don't know of any current abilities that can add results to a single combat die roll though.
 
Re: Doctor Doom (Design)

Me either, so far, but I wouldn't be shocked to see someone go there, especially as it becomes easier to word.
 
Re: Doctor Doom (Design)

Well, he's an event hero, so most likely anyone who would boost that wouldn't touch this guy anyway. Either way I'm not fussed about minutia like that, as long as his main intent works well, I don't mind minor synergies or little stuff here and there.
 
Re: Doctor Doom (Design)

Sounds good. Just wanted you to be aware. :up:
 
Re: Doctor Doom (Design)

Do we want any changes to the bots and how they work? With what I’m doing with Doom, I’m anticipating not needing to tweak their stats or anything, but if we want to mix up their mechanic a bit we can, then I might as well run them before testing doom.
 
Re: Doctor Doom (Design)

Lowering their stats would be nice, if purely from a theme perspective. Does that mess with your plans?
 
Re: Doctor Doom (Design)

Right now they’re on par with doom, which with the power sharing makes them all essentially copies of Doom. So I’d LIKE their stats to stay now, but obviously we can adjust.

Only two bond now rather than 3 the first time around, so doom might end up being a bit weak if they’re powered down as well.
 
Re: Doctor Doom (Design)

Only thing I could think of is to potentially put the auto destruction on their card instead of this one, and then fold what you have for the first two abilities right now into one Army of Doom ability without that auto destruction text.
 
Re: Doctor Doom (Design)

Only thing I could think of is to potentially put the auto destruction on their card instead of this one, and then fold what you have for the first two abilities right now into one Army of Doom ability without that auto destruction text.

That's a good take. That would give the bots another tool in the other builds and may make them worth their points.

I wouldn't want them to be weakened FTR. They pretty much only served as Doom Backups in the past.
 
Re: Doctor Doom (Design)

Yeah, I like the idea of their being a bit more interesting and playable on their own rather than just "sit in the back and roll to save Doom" with them.
 
Re: Doctor Doom (Design)

Yeah, I like the idea of their being a bit more interesting and playable on their own rather than just "sit in the back and roll to save Doom" with them.

Honestly...that's my entire goal. To make the "sit in the back and roll to save Doom" not be the only thing they are worth. I bought 6 of these jerks way back in the day and I want to play them. :D
 
Re: Doctor Doom (Design)

Well this doom makes them an offensive force to “fix” them anyway, but I don’t mind letting them explode on their own too. I’ll start their thread before I test doom here
 
Re: Doctor Doom (Design)

Well this doom makes them an offensive force to “fix” them anyway, but I don’t mind letting them explode on their own too. I’ll start their thread before I test doom here

This designs lets them be an Army...which is my second objective.
 
Re: Doctor Doom (Design)

So playing around with giving the Bots a bit on their card, it comes to about this. Thoughts?

NAME = DOCTOR DOOM
IDENTITY = VICTOR VON DOOM

UNIQUENESS = EVENT HERO
SPECIES = HUMAN
CLASS = CONQUEROR
PERSONALITY = EGOMANIACAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 6
RANGE = 5
ATTACK = 5
DEFENSE = 6

POINTS = 620?

DOOM’S PROXY
For the entire game, all Doombots and Doctor Doom have the names Doctor Doom and Doombot, and may use any ability on this card. Instead of Doctor Doom’s ordered activation, you may choose up to two Doombots to activate.

MYSTIC BOLT
Instead of attacking, roll an unblockable attack die against a figure within 5 clear sight spaces. If you roll a skull, you may either inflict a wound on that figure, or place that figure on a space within 3 spaces of its original placement.

FACTION = LATVERIA?
PUBLISHER = MARVEL
KEYWORDS = POWER ARMOR?
SYMBOLS = FLYING, MAGIC, SUPER STRENGTH



NAME = DOOMBOT
IDENTITY = N/A

UNIQUENESS = UNCOMMON HERO
SPECIES = ANDROID (ROBOT?)
CLASS = DECOY
PERSONALITY = LOYAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 2

MOVE = 6
RANGE = 5
ATTACK = 5
DEFENSE = 6

POINTS = 95?

DECOY OF DOOM
If you control Doctor Doom, and he is defeated, roll a d20. If you roll 6+, remove all but one wound marker from Doctor Doom's card, defeat one Doombot you control, and place Doctor Doom on the space previously occupied by the defeated Doombot. You may only roll once for all Decoy Doom special powers each time Doctor Doom is defeated.

SELF-DESTRUCT
Instead of its attack phase, the Doombot may roll 3 unblockable attack dice against an adjacent figure, then is defeated.

FACTION = LATVERIA?
PUBLISHER = MARVEL
KEYWORDS = ?
SYMBOLS = FLYING, SUPER STRENGTH
 
Re: Doctor Doom (Design)

Abilities, not special powers. :)

I think you want just "Doombot" in the second ability on its card, not "the Doombot."

Looks good otherwise!
 
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