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Public Design Workshop

Re: Public Design Post

Updated with some of the suggestions.

NAME = JOKER GOONS
SPECIES = HUMANS
UNIQUENESS = UNIQUE SQUAD (? 2-4 FIGURES)
CLASS = CRIMINALS
PERSONALITY = DESPERATE
SIZE/HEIGHT = MEDIUM 5
LIFE = 1
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = 60-90? (depends on the number of figures)

PART OF THE PLAN
After revealing an order marker on this card and after taking a turn with Joker Goons, you may take a turn with any Unique Hero you control with the Insane personality that is within 6 clear sight spaces of a Joker Goon you control.

CLOWNING AROUND
If you control Joker and he is attacked by an opponent's figure and at least 1 skull is rolled, before rolling defense dice you may switch Joker with any Joker Goon you control within 6 clear sight spaces. That Joker Goon must roll defense and take any resulting wounds from the attack instead of Joker.
You know what would be cool for these guys, an thematic to the movie? The ability to keep taking turns as long as one gets killed.

Like this:

ALL PART OF THE PLAN
After moving and attacking with a Joker Goon, you may destroy that Goon to move and attack with another Joker Goon or Insane Unique Hero. You may use this special power twice per turn.

So if its a 3 man squad, you could get a total of 5 moves and attacks as long as 2 Goons bite it.
 
Re: Public Design Post

If it's a three man squad, no reason to restrict it to twice per turn. :) After using it twice, there'll be no more figures to destroy!

I like that a lot, though.
 
Re: Public Design Post

Oh, well I didn't realize they were unique. Might not be a great fit on a Unique squad, unless they're dirt cheap.
 
Re: Public Design Post

I do like the theme of that power Margloth, just not sure how well it would work with the Clowning Around power + Unique squad aspect.
 
Re: Public Design Post

Personally I like it a lot more than Clowning Around. It feels fresh, and not like a rehash of Heroic Duty or something. :p I'd drop Clowning Around and go with Margloth's approach were it up to me.
 
Re: Public Design Post

Personally I like it a lot more than Clowning Around. It feels fresh, and not like a rehash of Heroic Duty or something. :p I'd drop Clowning Around and go with Margloth's approach were it up to me.
:word: This power just feels very "Joker".
 
Re: Public Design Post

Eh, that power is pretty cool, but Clowning Around is why I voted for that design. I'd be pretty disappointed to see it dropped.
 
Re: Public Design Post

I'd actually like Margloth's power PLUS Clowning Around, and drop the original Part of the Plan.
 
Re: Public Design Post

Was thinking along similar lines Bats. I wrote that Clowning Around power up before Joker II came out and I saw the Laugh It Off power. It made me think the Clowning Around power was not as needed anymore and wanted to explore some other options myself but everyone seemed to like where the design was at so I didn't bring it up.

I'll be out for the next few hours but feel free to continue discussing it without me. Not sure if I can change anything post vote and before the 'book of' opens up but we can carry the discussion over once the 'book of' is started.
 
Re: Public Design Post

I dunno, I think folks vote as much for the basic mini/theme combination than for the exact design itself a lot of the times. :) Maybe others (who voted for the Goons) can offer feedback on this idea for a change, though?
 
Re: Public Design Post

I voted for the Goons, and it's not an essential power for me. I really just want to see Joker get some pals and have him treat them like he does in the comics and Burton/Nolan films.

As long as the power set does that, I'd be happy with my vote. :2cents:
 
Re: Public Design Post

How about this for a second power?

WE'RE GOING TO HAVE... TRYOUTS
After revealing an order marker on this card and instead of taking a turn with the Goons, you may choose a squad figure adjacent to a Goon or Insabe Unique Hero you control. Take temporary control of the chosen figure and you may immediately attack with it. If the chosen figure inflicts at least one wound with the attack, you may destroy the chosen figure and replace it with a previously destroyed Goon you control. Otherwise, control of the chosen figure returns to the player who controlled it before using this power.
 
Re: Public Design Post

Here's my idea for Corsair, though I not sold on "Pirate Gang-up" as a name and using Swordplay as his second power:

Corsair.jpg

NAME = CORSAIR
SECRET IDENTITY = CHRISTOPHER SUMMERS

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = PIRATE
PERSONALITY = RESOLUTE
SIZE/HEIGHT = MEDIUM 5?

LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 110?

PIRATE ASSALUT SPECIAL ATTACK
Range 4. Attack 4.
If Corsair inflicts one or more wounds with this special attack, you may take an immediate turn with any Unique Pirate Hero you control, including Corsair.

SWORDPLAY
If Corsair attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attack an adjacent figure again. He may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.

The figure used for this unit is a Heroclix figure from the Critical Mass set.
Its model number and name are #022-024 Corsair.

Your write up is very similar to mine. Although I had this for bonding:

PIRATE RAID
After revealing an Order Marker on this card and instead of taking a turn with Corsair, you may take a turn with up to 2 unengaged pirates you control. This pirates may add 2 to their move number this turn.

Also, as a fun power (and to give him a pirate-y loot feel):

INTERDIMENSIONAL POCKET
Corsair may carry any number of equipment glyphs, but must choose at the beginning and end of each of his turns which glyph to equip. Any unequipped glyphs are turned symbol side up and may not be used. If Corsair receives any number of wounds or is destroyed, only the equipped glyph is placed on the battlefield.
 
Re: Public Design Post

Since we are in a holding pattern and Goons are being discussed pre-thread, I would like to share some thoughts I have on Nimrod after running some tests.

First, stats with proposed changes from original in red:

NIMROD
Spoiler Alert!


The purposed changes are basically because he was a beast in every test I ran. He smoked GL and Batman2. He and a couple Sentinels crushed a Yellow Lantern build. Mastermold, 3x Sentinels and Nimrod ran Anti-Monitor over twice.

Also, this original X OM part of Adaptive Assault,
"you may reveal the "X" Order Marker on this card to add 2 to his Attack Number and negate all of the defending figure's special powers for the rest of this turn.", felt wrong. I don't think it seems right for him to be able to negate Battery Markers, Magical Defense, Flash's Speed, etc. so I change it to only negate extra defense dice and auto shields. Still open to changing, just trying to get it more in line with what makes sense.

EDIT: Forgot to mention, Nimrod with a bunch of Iron Men as androids that can be healed by Reconstruction will be tough.

 
Re: Public Design Post

How the following two powers & a 4 person unique squad?

ALL PART OF THE PLAN
After revealing an order marker on this card and taking a turn with Joker Goons, you may destroy one Joker Goon to take one additional turn with either the Joker Goons or an Insane Unique Hero you control within 6 clear sight spaces of the Joker Goons.

CLOWNING AROUND
If you control the Joker and he is attacked by an opponent's figure and at least 1 skull is rolled, before rolling defense dice you may switch the Joker with any Joker Goon you control. That Joker Goon must roll defense and take any resulting wounds from the attack instead of the Joker.
 
Re: Public Design Post

How the following two powers & a 4 person unique squad?

ALL PART OF THE PLAN
After revealing an order marker on this card and taking a turn with Joker Goons, you may destroy one Joker Goon to either take another turn with the remaining Joker Goons or an Insane Unique Hero you control. This power may only be used once per turn.

CLOWNING AROUND
If you control the Joker and he is attacked by an opponent's figure and at least 1 skull is rolled, before rolling defense dice you may switch the Joker with any Joker Goon you control. That Joker Goon must roll defense and take any resulting wounds from the attack instead of the Joker.

To rejigger Part of the Plan a bit further...

ALL PART OF THE PLAN
Instead of taking a turn with Joker Goons, you may take a turn with an Insane Unique Hero you control. After taking a turn with Joker Goons, you may destroy a Joker Goon you control and take one additional turn with Joker Goons.

Not 100% sure that works, but it should successfully combine the bonding with the sacrifice-and-go-again claim.
 
Re: Public Design Post

That is another take on it that I think has the same result as the one I just wrote up. I'm not sure I like the one I just wrote up though. Here are a few things to think about.

When taking a turn with an Insane Hero via the Joker Goons, you would nullify the Harley bonding. So taking a turn with the Goons as well as the Insane hero should be the trade off.

Deadpool is an Insane Hero with a double attack, so I do think any mechanic for extra turns needs to be limited to once per turn. Otherwise a 3/4 figure squad could give Deadpool 6/8 attacks from one OM.
 
Re: Public Design Post

I prefer Yodaking's version here. Feels cleaner.

Though I'd reword slightly:

ALL PART OF THE PLAN
After revealing an order marker on this card and taking a turn with Joker Goons, you may destroy one Joker Goon to take one additional turn with either the Joker Goons or an Insane Unique Hero you control within 6 clear sight spaces of the Joker Goons.

"one additional" is a pretty clear cap with its precedence in "double attack."
 
Re: Public Design Post

I like that version of All Part of the Plan, Bats. That and a squad of 4 would be pretty cool with Joker or another insane-o. I feel like that power combined with Clowning Around will make the Goons die extremely quickly though. That's thematic, but it might fit a common squad better, imo.
 
Re: Public Design Post

Well you'll be able to choose whether to kill them or not to an extent. :) I think a unique squad is thematic here, though. It'll probably just keep their cost down.
 
Re: Public Design Post

I think the general concept of destroying a squad figure to take another turn would work better with a common squad, but that doesn't mean it won't work for a unique squad and I'll like to keep this a unique squad. The general concept can always be used for a different common squad down the road.

The destroying mechanic combined with the sacrifice mechanic should keep the point cost down, which I like. It'll be easy to fit them into any army, not just an insane one. The Joker & his Goons can be a nice add on to an otherwise non insane army build. You would just only put 3 OMs on the Goons before being done with them.
 
Re: Public Design Post

Not a fan of the All Part of The plan at the moment. I think the Tryouts power would be a lot more thematic, as well as being a cool new Re-spawning mechanic.

If you really like the "part of the plan", I would just stick with what you have. Joker II really isn't all that powerful, but he desperately needs range support.

Hows this:

ALL PART OF THE PLAN
After revealing an Order Marker on an Insane figure you control and instead of attacking with that figure, you may instead take a turn with the Joker Goons. You may not take a turn with any additional turns when using this power.

This would give a nice simple bonding power, while still keeping the good theme. It would also incentivise you for using them with Joker II since he would still get to use his Joker Toxin.
 
Re: Public Design Post

Use the language on Harley if you're going to prevent extra turns there. That said, not keen on that approach. For one, it loses all the cool movie theme.
 
Re: Public Design Post

Thanks for your thoughts Smithy! I won't be changing anything from what was voted on for now, just having an early discussion about where it might go once the book gets started.
 
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