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Public Design Workshop 2.0

Make It Count doesn't 100% work as is given you can be destroyed by things that aren't a figure attacking.

Though I suppose there could be an implied "if there is one" after the attacking figure bit :lol: Still I'd personally spell that out more.

Or just like do like "would be defeated by an enemy figure" in the first bit cause then he could key off of that later to roll against dudes using unblockables or whatnots. That would mean he couldn't save people from Lava I guess but probably not the biggest loss.

Oh also, a bit weird that he can roll an unblockable against a dude that could potentially be anywhere on the map (or even off the map).
 
Make It Count doesn't 100% work as is given you can be destroyed by things that aren't a figure attacking.

Though I suppose there could be an implied "if there is one" after the attacking figure bit :lol: Still I'd personally spell that out more.

Or just like do like "would be defeated by an enemy figure" in the first bit cause then he could key off of that later to roll against dudes using unblockables or whatnots. That would mean he couldn't save people from Lava I guess but probably not the biggest loss.

Oh also, a bit weird that he can roll an unblockable against a dude that could potentially be anywhere on the map (or even off the map).

What about something like:
If an allied Soldier within 4 spaces of Noble 5 would be defeated by an enemy figure as a result of an attack or special power, you may instead take no damage. If you do and the enemy figure was within 6 spaces of that allied soldier, roll 1 damage die against that enemy figure, and then defeat Noble 5. All Soldiers in the Noble Team Faction gain +1 attack die for the remainder of the round if Noble 5 is defeated by this ability.

It is a little wordy so please keep the suggestions coming.
 
Yeah, brainstorm away! Every single C3Ger has done drafts for stuff and then taken years to actually run that design. Coming up with brainstorms is fun, lets us all share ideas, and helps you grow skills as a designer.

:word: This is the place for dreaming big for sure.
 
OK, just wanted some idea of what I was looking at.

Looks solid. Maybe a little soft for 250 but looks in the ballpark.

I like that the attack bonus is limited to one round.

I would expect you will get some help on those arrows and maybe Halo as well.
 
What about something like:

If an allied Soldier within 4 spaces of Noble 5 would be defeated by an enemy figure as a result of an attack or special power, you may instead take no damage. If you do and the enemy figure was within 6 spaces of that allied soldier, roll 1 damage die against that enemy figure, and then defeat Noble 5. All Soldiers in the Noble Team Faction gain +1 attack die for the remainder of the round if Noble 5 is defeated by this ability.

It is a little wordy so please keep the suggestions coming.

I don't think you need the "as a result of" stuff? Like if you want to save someone from LEAs I don't think that would break anything.

I'd have the enemy figure be within some spaces of him (ideally 4 cause space restriction number matching makes powers easier to follow) as like 6 of the ally is still like 10+ spaces potentially which is a bit weird. He pulls out his special sniper rifle that kills you if you shoot it I guess :lol:

You know, actually I'd do ally and enemy within 5 spaces of him. Cause might as well get a 5 in there.
 
The idea of the ally having to be within 4 is due to his move being 4, then the enemy being within 6 of that ally, is representing that Jorge can only shoot up to 6 away.

Conceptually it is as if he is running to the hex his ally is on to take the hit (which kills himself) and delivering possible one wound to that enemy/attacker.
 
Silencer-11.jpg


NAME = THE SILENCER

SECRET IDENTITY = HONOR GUEST

SPECIES = HUMAN

UNIQUENESS = UNIQUE HERO

CLASS = ASSASSIN

PERSONALITY = CONFLICTED

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5

RANGE = 5

ATTACK = 4

DEFENSE = 4


ZONE OF SILENCE

Enemies without the Telepath keyword within 3 spaces of The Silencer cannot make non-ordered activations or activate other figures without the Telepath keyword.

CLOSE COMBAT EXPERT

When attacking an adjacent enemy normally, add 1 hit. When defending against an adjacent enemy's normal attack, add 1 block.

DOUBLE ATTACK

When The Silencer attacks, she may attack one additional time.

SYMBOLS: Stealth
 
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Don't know her but the mechanics seem really interesting. What point range are you thinking she should be?
 
Depending on how strong people think Zone Of Silence is I could see an argument for like 250 but any higher than that is absolutely too much
 
Giving a ballpark helps folks give feedback. Something may look like a nice power and then find out that the figures is aiming for 200 points less than the goal and suddenly a power doesn't fit. :D

So the ball park at least lets folks put it in perspective.
 
There's a design coming out in the anniversary release that has a very similar effect to Zone of Silence. One to watch out for.
 
O1qENa7.png


NAME = LIQUID SNAKE
SECRET IDENTITY = ELI

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = TERRORIST
PERSONALITY = ?

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4

FOXHOUND COMMANDER

Instead of an ordered activation with Liquid Snake, you may activate two FOXHOUND units.

LIQUID MACHINATIONS
Once per round, at the start of your turn, you may select an Order Marker on an opponent’s card. If it is Order Marker X, you may attack with up to two allied FOXHOUND figures.

CQC EXPERT
When attacking an adjacent enemy normally, you may re-roll one dice and add 1 hit. When defending against an adjacent enemy's normal attack, you may re-roll 1 dice and add 1 block.

“IT’S NOT OVER YET!”
You may start the game with a Vehicle Destructible Object on this card. When Liquid Snake would be destroyed, you may instead ignore all wounds received and place the Vehicle Destructible Object in your starting zone and place Liquid Snake on its driver space. After being placed, that Vehicle Destructible Object has +1 Attack and Defence for the rest of the game.

FACTION = FOXHOUND
KEYWORDS = CLONE
 
51zwZ47.png


NAME = REVOLVER OCELOT
SECRET IDENTITY = ADAMSKA

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SOLDIER
PERSONALITY = CRUEL

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 4

COLT SINGLE ARMY ACTION

Start the game with six Bullet Markers on this card. Revolver Ocelot may only target non-adjacent figures for his normal attack if he has at least one Bullet Marker on this card, and when he does, add 1 Hit and remove 1 Bullet Marker from this card. If Revolver Ocelot only targets non-adjacent figures, he may attack up to 3 times per activation.

I LOVE TO RELOAD DURING BATTLE
At the end of Revolver Ocelot’s activation, if he did not attack this turn, you may place Bullet Markers on this card until you have six Bullet Markers on it.

INTERROGATION SPECIALIST
Once per round, when Revolver Ocelots defeats an enemy figure, you may view an Order Marker on the card of that figure’s allies.

FACTION = FOXHOUND
SYMBOLS = STEALTH
 
Two of six designs I have in mind for FOXHOUND (Liquid Snake, Revolver Ocelot, Sniper Wolf, Vulcan Raven, Psycho Mantis, and a Genome Soldiers Common Squad)

Basic pitch for my synergy idea with FOXHOUND is that they work off of identifying and targeting the opponent's X Order Marker- each figure has something relating to it, either targeting it or doing OM manipulation (for Liquid Snake, it lets him give an attack order, which in my mind is representing his whole "secretly manipulating everything" shtick in MGS 1, for Revolver Ocelot, his Interrogation Specialist gives you a greater chance of identifying it).

One thing Nobody has brought up in conversation about this is that, since I've deliberately made it so that the X Order Marker doesn't need to be *revealed* to trigger stuff like Liquid Machinations is that it requires trust that your opponent will tell the truth about whether an unrevealed OM is the X or not- which I think is probably ok since this game is mostly a small community thing and it's not something where you're gonna gain anything from cheating, but I'm welcome to hear people's takes on this.

I see Liquid Snake somewhere in the 250-300 points region and Revolver Ocelot somewhere around 200 points.

Thanks to Archie for the "It's Not Over Yet!" power on Liquid, which I lifted almost wholesale from him with a little modification.
 
I kinda just want them all as Terrorists. MGS1 Ocelot in particular I don't love as a Soldier - there's definitely room for a take that slots into GI Joe builds and stuff, but I feel like that's a distinct design.

Didn't realize you were shooting so high...given some current sanctum chat, I think Liquid at 250+ is gonna be a pretty hard sell. :lol:

Thinking about it more, I'm really torn on Ocelot's revolver. On one hand, there's some obvious charm in doing the literal Bullet Markers, but there's also probably a dozen ways to implement the same concept without 6 markers, which would definitely be nice. We don't hate extra hardware but we definitely look for ways to avoid it where we can.
 
I actually kind of like it. I agree that using that many markers should be avoided but once out of a few hundred cards is OK as long as it pays off in the game play.
You can just use a six sided die to keep track.
 
I kinda just want them all as Terrorists. MGS1 Ocelot in particular I don't love as a Soldier - there's definitely room for a take that slots into GI Joe builds and stuff, but I feel like that's a distinct design.

Didn't realize you were shooting so high...given some current sanctum chat, I think Liquid at 250+ is gonna be a pretty hard sell. :lol:

I'm still inclined to give them distinct classes but if people disagree I'm willing to change it. 300 is just how I imagine this design is gonna cost as is, if you think the design as is reads lower than 300 then that's fine, I just thought it was a decently strong design atm
 
I actually kind of like it. I agree that using that many markers should be avoided but once out of a few hundred cards is OK as long as it pays off in the game play.

You can just use a six sided die to keep track.

Are you saying to like, use a six sided die to represent the markers, or are you suggesting having that actually be how it says to keep track of them on the card?
 
I agree with making them all Terrorists. You can justify Soldier for pretty much anyone in the Metal Gear franchise, but Terrorist fits better for who those characters are at that point in the story, IMO.

Personally, I'd still call out markers in the ability, but how players represent that is up to them.
 
Exactly.
I use dice instead of wound markers.
I like to place the dice by the figures as well when testing. Real easy to assess damage at a glance.
 
s-l1200.webp


NAME = SNIPER WOLF

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = TERRORIST
PERSONALITY = COLD

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 10
ATTACK = 3
DEFENSE = 4

WOLF’S PREY

At the start of the game, select one opponent’s Unique Hero to be Sniper Wolf’s Obsession. Whenever her Obsession moves, Sniper Wolf may manuever up to 3 spaces.

SUPPRESSIVE SHOT
Each time an opponent first moves a figure they control onto a space within 7 clear sight spaces of Sniper Wolf during that player’s turn, if they do not immediately end that figure’s movement, roll one unblockable attack die against that figure.

MARKED TARGET
When attacking a non-adjacent figure, if Order Marker X is on it, Sniper Wolf adds 1 Hit to her roll and may attack that figure one additional time.

FACTION = FOXHOUND
 
2504482-vulcan_raven.jpg


NAME = VULCAN RAVEN

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = TERRORIST
PERSONALITY = HONORABLE

SIZE/HEIGHT = MEDIUM 6

LIFE = 5

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


VULCAN CANNON SPECIAL ATTACK
Range 5 Attack 4
If Vulcan Raven has 1+ blanks, he may attack again, up to a max of 4 attacks for this special attack action. When attacking a figure with Order Marker X on its card, Vulcan Raven may re-roll one dice.

FACTION = FOXHOUND
SYMBOLS = SUPER STRENGTH
 
Two more FOXHOUND guys here- designed to be the team's heavier hitters, once again playing on the idea of the enemy X Order Marker as synergy. I see them being somewhere in the late 100s, maybe early 200s region point-wise I think?
 
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