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Omni-Man

Lord Pyre

...has moist legs
Site Supporter
Omni-Man (Nolan Grayson)

C3G2_Omni-Man.png


Card PDF

NAME = OMNI-MAN
IDENTITY = NOLAN GRAYSON

UNIQUENESS = UNIQUE HERO
SPECIES = VILTRUMITE
CLASS = CHAMPION
PERSONALITY = CONFLICTED

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 8
RANGE = 1
ATTACK = 8
DEFENSE = 4

POINTS = 440

OMNI-ASSAULT SPECIAL ATTACK

Range 1. Attack 5.
Instead of Omni-Man’s move through attack phases, he may maneuver up to 4 spaces and attack up to 3 times with this special attack at any point during this maneuver.

SUPERHUMAN ENDURANCE
When defending, add 1 block. At the start of each round, heal 1 wound.

FACTION = N/A
PUBLISHER = IMAGE
KEYWORDS = N/A
SYMBOLS = FLYING, SUPER STRENGTH
WORLDS COLLIDE: Nolan Grayson, the all-powerful Omni-Man and father of teenage superhero Invincible, is the Earth's greatest protector. He hails from an alien race of super powerful conquerors, and unfortunately for Earth, his true allegiance may still lie with his homeworld.

Resources and Rulings
  • The suggested figure for this unit is a Heroclix figure: Invincible #005 / Omni-Man
  • See this card's wiki page for synergies and strategies!
Credits
  • Legacy design: LP
  • Playtesters:
  • Card art: Arkham
  • Comic creators: Robert Kirkman and Cory Walker
Updates
  • N/A
 
Last edited by a moderator:
Alrighty. So his SA is unchanged outside of new wording obviously. I nixed the Viltrumite defense, and redesigned it in a way that's more thematic and also reusable. There's a chance that losing the single-wound-at-a-time mechanic is a nerf, so we can up his like to 8 to compensate if we want, but I don't anticipate other changes than that.

If we're happy with this direction, I play to run a game or two to see if he still feels fine with the new defense ability, and we should be good to go.
 
6D + an auto-block is really pushing the limits of what I personally find fun, but I’m happy to see how it feels in practice.
 
He is 440 points so if he's coming in hot that would be the first thing I'd change. I do like the power better than the one he used to have. With him healing one a round may be worth thinking about it now actually.

Definitely go with 7 life to start over 8 with 6 D
 
Tough to say if the new ability is a buff or a nerf, honestly. Probably makes him stronger against midlevel heroes & squads, while weaker against other heavy hitters.

Overall I'm a fan, Omni-Man is a fun one.
 
Don’t need “During this maneuver,” since the ability text covers that part later.

Looks good otherwise. I think for the three we’re starting with the big question is how or if to give them any direct synergy or whether to just leave that to Cecil/Robot types.

Obviously any Viltrumite synergies can key on species.
 
We could limit the auto shield to normal attacks too. Preferences there? I’ll stick to 7 life though.
 
6 defense plus auto shield is basically the same average effectiveness as 6 defense with Man of Steel in 2.0. JL Superman is pretty stout. Auto shield of course prevents total defensive whiffs. Plus there is the healing.
 
Not sure what you’re getting at. Is that a problem? Should we switch to the auto shield working just against normal attacks?

Omni-man is a Superman-level character, so I’d want them to be comparable
 
I think they're very comparable! :)

Which is not a problem, I'm just giving analysis and context. He's basically on the same level as Superman JL in terms of defense, plus slow healing added on. Then he has 1 more move and attack for 20 fewer points. So then in terms of analyzing cost, it's a question of how much more valuable Superman's once per round, three times a game activation bonding is compared to the special attack.

Just theoryscaping, I definitely would keep him at 7 Life instead of 8 if we want to keep his life at 440.
 
6D + an auto-block is really pushing the limits of what I personally find fun, but I’m happy to see how it feels in practice.


Plus he can heal W's when you do manage to inflict them. I'd like to see some kind of way for mid to lower tier units to feel like they have a chance. Limiting the auto-block to normal attacks might fit that bill. SA's are mostly throwing fewer attack die and can't be boosted, so save the auto-block for those heavy hitters who are throwing a ton of attack dice at him.
 
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE PLAYTEST UNIT: Omni-Man

VERSION TESTED:
Spoiler Alert!


Army Test
Map: Custom
Units: Omni-Man, Ms. Marvel, Punisher
Vs.
Luke Cage, Iron Fist, Moon Knight, Punisher (180), Captain America (Fighter)


Spoiler Alert!

___________________________________________________________​


Army Test
Map: Custom
Units: Omni-Man, Ms. Marvel, Punisher (1000)
Vs.
Spider-Verse: Otto, Ashley, Assassin, Leopardon, Takuya (1000)

Spoiler Alert!


Recap: I actually ran this game twice, one with the old stats, and one with the 4 defense and 8 life. The first game was a slaughter, though Omni-Man almost died. He was the only one, though. The second game I expected to be a bit more balanced, but the spiders couldn’t roll skulls and fared worse against his 4 defense somehow. They then switched gears to try to take out Ms Marvel’s huge support attacks, but couldn’t do that either.



Who won? List figures remaining in the winning army (include life remaining for heroes): Omni-Man with 3 wounds (two healed), Ms. Marvel with 4 wounds, Punisher unwounded..
___________________________________________________________​
 
I think we'd be good going with 4 defense and 8 life here with the new defense ability. But don't blame ya'll if you want full tests with him. He's such a force of nature on offense that its kinda hard to judge how his defense works out. By the time I'd care about his defense rolls, he's already killed you. Of course I think Ms. Marvel, Omni-Man, and Punisher is nearly unparalleled in offense, but I wanted to test him in a decent army.



Let me know your thoughts if I should move to testing or go ahead with 4 defense.
 
I think it's just because the results pf the second game aren't in a spoiler :lol:
 
Ah okay, got it. :up:

I know offense is kinda the "sell" of this design, but is there a way we could limit it without changing the feel of the card much?
 
4 defense and 8 life seems reasonable. For a 440 point figure the level of offense doesn’t bother me. It’s going to be an inherently swingy design but that’s part of the appeal. Probably worth a couple more tests just to ensure we dial in the right life number, though.
 
I wouldn’t want to limit the offense. The dudes been around for years and has been fine, just testing the defense here.
 
Am I correct in understanding he went 3-0, with all 3 games being pretty big wins if not blow outs? Is that how the 1.0 testing went for him as well? I recall when Conan was going through testing that he was piling up a pretty big body count, but his team was still losing some of those games. So, I'm not opposed to the idea of a offensive heavy weight kind of design. I also understand how those types of units can get on a roll to mop the floor with a team. I'd just like to see it lose once in a while to feel like other teams have a chance. So yeah, I'd be in favor of a few more tests to be sure we have the staying power aspect of the design dialed in.
 
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