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Public Design Workshop

Not really sure putting him around 300 points when those guys feel kind of undercosted pins him as better... It's certainly high, though, and pins him as a borderline epic-level villain. Is that fitting?
 
He is very much an epic-level villain. At his peak level in RE5 he is shown as so fast he looks like he is teleporting, and is able to dodge bullets and fists with ease. He can pretty much puck up whatever he wants, has a super healing factor, and a rocket exploding in his face slows him down a little bit. In his final mutated form (which to be fair isn’t what I’m trying to represent here) he only dies because he gets shot by two rocket launchers at the same time while swimming in lava. He’s also a super-genius with a master plan and top-tier geneticist. I compared him to She-Hulk, who he is probably a bit less strong than, but also faster, smarter, and more ruthless than.

I’m thinking about maybe dropping Manipulator and replacing it with something else that ties in with zombies and experiments that’s a bit weaker. He doesn’t usually have direct control over most of these creatures anyways, and I realized this current draft makes him similar to IAmB’s take on the Leader.
 
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latest

NAME = ALBERT WESKER
SECRET IDENTITY = N/A

SPECIES = MUTATION
UNIQUENESS = UNIQUE HERO
CLASS = ???
PERSONALITY = AMBITIOUS

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 7
RANGE = 1
ATTACK = 6
DEFENSE = 5

POINTS = ???


VIRUS EXPERIMENTATION
Start the game with 3 red Virus Markers on this card. After moving and before attacking with Albert Wesker, you may choose an adjacent Unique Hero and roll the 20-sided die. If you roll 14 or higher, you may place a Virus Marker from this card onto that figure’s card. Figures other than Albert Wesker with a Virus Marker on their card have the species of Mutation and the class of Experiment in addition to what is listed on their card, and add 1 to their Attack and Defense for each Virus Marker on their card. At the end of each round, you must roll 1 unblockable attack die against every figure other than Albert Wesker for each Virus Marker on their card.

APOCALYPTIC OPPORTUNIST (Not in love with this name)
If at least 1 Order Marker is on this card, add 2 to your initiative roll for each Order Marker on the Army Card of a Devourer or Experiment, up to a maximum of +8 for Apocalyptic Opportunist.

HEALING
At the end of the round, remove 1 Wound Marker from this card.

SUPERSTRENGTH
What about this take? He still wants to hang out with the right crowd (zombies and mad science experiments) but hopefully he's a bit more toned down. I also added a less powerful healing ability back in, but made him a bit more fragile so I hope that evens out.
 
Not sure that healing power quite captures how hard he is to kill. For me, that's the main aspect of the character - not how hard he hits or how he controls experiments, but how friggin difficult he is to fully put down.
 
Not sure that healing power quite captures how hard he is to kill. For me, that's the main aspect of the character - not how hard he hits or how he controls experiments, but how friggin difficult he is to fully put down.
Hhmmmm, any suggestions? There are already worries about him being too powerful, hence why I went with Healing instead of Healing Factor on the 2nd take.
 
I think he is suggesting dropping the experiment power and going all in on the healing.
Maybe I need to do a rewatch of all the cut-scenes from the games, but I think his longevity has to do with a lot more than just a healing factor. Here's the section on his abilities from the wiki;
Spoiler Alert!

To me, there are a few reasons why he was such a long-lasting threat;
1. His superhuman abilities, obviously. (Including super strength, durability, speed, and healing)
2. Most of his enemies are just humans with no powers.There are plenty of super-powered creatures in the RE universe, but...
3. He's smart. He knows how to avoid being in the way of super-powered monsters. He knows when it's time to fight, and when it's time to cut his losses and flee.

That last point is part of what I was going for with Virus Experimentation. At several points in RE5, he'll betray an ally and mutate them into a horrible monster in order to serve as a diversion while he escapes.

To me, a Wesker that was just a rapid-healing beatstick wouldn't feel like Wesker at all. He's a megalomaniac supervillain with a plan, not just a brawler with a healing factor. But I also think Bats has a point that survivability is a big element of the character. What about moving things around, giving him Healing Factor and also something that ups his survivability in a different way?
latest

NAME = ALBERT WESKER
SECRET IDENTITY = N/A

SPECIES = MUTATION
UNIQUENESS = UNIQUE HERO
CLASS = ???
PERSONALITY = AMBITIOUS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 7
RANGE = 1
ATTACK = 5
DEFENSE = 5

POINTS = ???


VIRUS EXPERIMENTATION
Start the game with 3 red Virus Markers on this card. After moving and before attacking with Albert Wesker, you may choose an adjacent Unique Hero and roll the 20-sided die. If you roll 14 or higher, you may place a Virus Marker from this card onto that figure’s card. Figures other than Albert Wesker with a Virus Marker on their card have the species of Mutation and the class of Experiment in addition to what is listed on their card, and add 1 to their Attack and Defense for each Virus Marker on their card. At the end of each round, you must roll 1 unblockable attack die against every figure other than Albert Wesker for each Virus Marker on their card.

BIO-HAZARD DIVERSION
Albert Wesker will not take leaving engagement attacks from figures adjacent to a Devourer or Experiment.


HEALING FACTOR
After taking a turn with Albert Wesker, remove 1 Wound Marker from this card.


SUPERSTRENGTH
Now, if he's in a bind, he can inject somebody and use them as a distraction while he runs off to heal up, which feels pretty Wesker to me. I also dropped his stats, but they can be fiddled with a bit. I could buy 5 attack/5 defense if that was needed to keep him balanced.
 
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marblehornets.png

NAME = THE OPERATOR
SECRET IDENTITY = N/A

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = STALKER
PERSONALITY = DISTORTIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 0
RANGE = 3
ATTACK = 5
DEFENSE = 1

POINTS = ???

SLENDER STALKER
The Operator does not start the game on the battlefield. At the start of the game, place the Operator on this card and place a black Symbol Marker on the card of a Unique Hero. Immediately after Order Markers have been placed for the round, if the Operator is not destroyed, you may place it on an empty space within 3 spaces of a figure with a Symbol Marker on their card. When rolling defense dice for the Operator, if you roll a shield or blank, the Operator takes no damage and you must immediately place it on this card.

THE SICKNESS
Instead of taking a turn with the Operator, you may choose a Unique Hero within 3 clear sight spaces of it and roll the 20-sided die, adding 3 to your roll for each Symbol Marker on that Hero's card.
  • If you roll 1-10, nothing happens.
  • If you roll 11-17, place a Symbol Marker on that Hero's card.
  • If you roll 18 or higher, take temporary control of that hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Operation. All Order Markers that were on the chosen Hero's card will stay on the card.
_____________________________________________________________​

Okay, here's my take, since there was at least a little interest. I had to cut a lot of his powers in order to fit all the text onto the card. He's coming up a bit shorter than Drac, but not having the Flying or SS symbols should help too, right? Anyways, more design thoughts here;
Spoiler Alert!

I'm really interested to hear what @ALEXAN2507 (or anybody else with experience with MH) thinks of the design. It was really difficult to narrow down everything he does to ~20 lines of text.
If anyone is interested in getting into the series, here is all the videos in proper release order, and here is a guy analyzing it and filling in the (non-essential) off-youtube content.
 
This is based on videos?
Pre-Nay

Try HoF.
In the interest of fairness, there is a comic book in the works. However, I think “amateur youtube videos” is more than a fair place to draw the line for non-acceptable source material.


Once the comic is out I figure that makes it viable (maybe that's just me tho)

Plus, Marble Hornets is one of the strongest bits of Slendy writing, so it's definitely the version to use imo
 
marblehornets.png

NAME = THE OPERATOR
SECRET IDENTITY = N/A

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = STALKER
PERSONALITY = DISTORTIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 0
RANGE = 3
ATTACK = 5
DEFENSE = 1

POINTS = ???

SLENDER STALKER
The Operator does not start the game on the battlefield. At the start of the game, place the Operator on this card and place a black Symbol Marker on the card of a Unique Hero. Immediately after Order Markers have been placed for the round, if the Operator is not destroyed, you may place it on an empty space within 3 spaces of a figure with a Symbol Marker on their card. When rolling defense dice for the Operator, if you roll a shield or blank, the Operator takes no damage and you must immediately place it on this card.

THE SICKNESS
Instead of taking a turn with the Operator, you may choose a Unique Hero within 3 clear sight spaces of it and roll the 20-sided die, adding 3 to your roll for each Symbol Marker on that Hero's card.
  • If you roll 1-10, nothing happens.
  • If you roll 11-17, place a Symbol Marker on that Hero's card.
  • If you roll 18 or higher, take temporary control of that hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Operation. All Order Markers that were on the chosen Hero's card will stay on the card.
_____________________________________________________________​

Okay, here's my take, since there was at least a little interest. I had to cut a lot of his powers in order to fit all the text onto the card. He's coming up a bit shorter than Drac, but not having the Flying or SS symbols should help too, right? Anyways, more design thoughts here;
Spoiler Alert!

I'm really interested to hear what @ALEXAN2507 (or anybody else with experience with MH) thinks of the design. It was really difficult to narrow down everything he does to ~20 lines of text.
If anyone is interested in getting into the series, here is all the videos in proper release order, and here is a guy analyzing it and filling in the (non-essential) off-youtube content.


I dig it. It's a pretty accurate representation of how he works in Marble Hornets. I definitely think make him a Tormentor so that he works with the other horror dudes personally. Also, I think you could translate his "coughing aura" thing as a debilitating power rather than an offensive one- say, all units within three spaces of him suffer a stat reduction. That would make it reasonably short to fit on the card.
I don't think he should have a direct attack option- he never does, after all. Instead, maybe consider having The Sickness deal an autowound after taking the turn with the temporarily controlled hero.

With these suggestions in mind I'm envisioning him as a weird "horror support" character who weakens opponent's nearby figures for the rest of your army to attack, and pits your opponent's figures against each other- since he really never (that I recall) attacks anyone himself
 
Oh, and have you considered renaming "Slender Stalker" to simply "The Slenderman"?

May as well reference his original name somewhere here
 
I originally did have the “coughing effect” as a debilitating aura, but from looking at Dracula I just don’t think there’s enough room for anything else without cutting something else. I’m not going to pretend to know anything about the card-making process though, so maybe it could work. If we could find a way to make that work, I would want to have it so he basically never attacks. I was thinking maybe even attack 0 if it was allowed.

Honestly I’m still kind of on the fence if Slender as a whole “deserves” the C3G treatment. I’d say Sam is the most obscure of the Horror characters so far, and even he is a cult favorite with merchandise, toys, and comics. Slender Man is a very different beast. Sure, he’s now had a studio movie or two of his own, but they sucked. The best Slender Man stuff has always, imo, been the small grass-roots internet stuff.
 
marblehornets.png

NAME = THE OPERATOR
SECRET IDENTITY = N/A

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = STALKER
PERSONALITY = DISTORTIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 0
RANGE = 3
ATTACK = 5
DEFENSE = 1

POINTS = ???

SLENDER STALKER
The Operator does not start the game on the battlefield. At the start of the game, place the Operator on this card and place a black Symbol Marker on the card of a Unique Hero. Immediately after Order Markers have been placed for the round, if the Operator is not destroyed, you may place it on an empty space within 3 spaces of a figure with a Symbol Marker on their card. When rolling defense dice for the Operator, if you roll a shield or blank, the Operator takes no damage and you must immediately place it on this card.

THE SICKNESS
Instead of taking a turn with the Operator, you may choose a Unique Hero within 3 clear sight spaces of it and roll the 20-sided die, adding 3 to your roll for each Symbol Marker on that Hero's card.
  • If you roll 1-10, nothing happens.
  • If you roll 11-17, place a Symbol Marker on that Hero's card.
  • If you roll 18 or higher, take temporary control of that hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Operation. All Order Markers that were on the chosen Hero's card will stay on the card.
_____________________________________________________________​

Okay, here's my take, since there was at least a little interest. I had to cut a lot of his powers in order to fit all the text onto the card. He's coming up a bit shorter than Drac, but not having the Flying or SS symbols should help too, right? Anyways, more design thoughts here;
Spoiler Alert!

I'm really interested to hear what @ALEXAN2507 (or anybody else with experience with MH) thinks of the design. It was really difficult to narrow down everything he does to ~20 lines of text.
If anyone is interested in getting into the series, here is all the videos in proper release order, and here is a guy analyzing it and filling in the (non-essential) off-youtube content.


I dig it. It's a pretty accurate representation of how he works in Marble Hornets. I definitely think make him a Tormentor so that he works with the other horror dudes personally. Also, I think you could translate his "coughing aura" thing as a debilitating power rather than an offensive one- say, all units within three spaces of him suffer a stat reduction. That would make it reasonably short to fit on the card.
I don't think he should have a direct attack option- he never does, after all. Instead, maybe consider having The Sickness deal an autowound after taking the turn with the temporarily controlled hero.

With these suggestions in mind I'm envisioning him as a weird "horror support" character who weakens opponent's nearby figures for the rest of your army to attack, and pits your opponent's figures against each other- since he really never (that I recall) attacks anyone himself
Oh, and have you considered renaming "Slender Stalker" to simply "The Slenderman"?

May as well reference his original name somewhere here

I'm really liking all these ideas - seems like a beautifully weird character. :) I'd definitely suggest trying to tie an auto-wound affect into The Sickness rather than a normal base attack if he doesn't really attack normally. Also, yeah, 'The Slenderman' sounds good for a name for the first power, and fits in nicely with the sorts of names we have on other Horror guys (i.e. The Shape on Michael Myres). Also definitely support him being a Tormentor.
As to what Tornado's saying, I genuinely think, if they've got a comic in the works, you should be good.
One final thing, you're going to need a set number of markers - even Squirrel Girl's aren't infinite. :razz: 8 should work well, from what you're saying, to tie into the Eight Pages, plus it's a high enough number that it doesn't really limit him.
 
marblehornets.png

NAME = THE OPERATOR
SECRET IDENTITY = N/A

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = STALKER
PERSONALITY = DISTORTIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 0
RANGE = 3
ATTACK = 5
DEFENSE = 1

POINTS = ???

SLENDER STALKER
The Operator does not start the game on the battlefield. At the start of the game, place the Operator on this card and place a black Symbol Marker on the card of a Unique Hero. Immediately after Order Markers have been placed for the round, if the Operator is not destroyed, you may place it on an empty space within 3 spaces of a figure with a Symbol Marker on their card. When rolling defense dice for the Operator, if you roll a shield or blank, the Operator takes no damage and you must immediately place it on this card.

THE SICKNESS
Instead of taking a turn with the Operator, you may choose a Unique Hero within 3 clear sight spaces of it and roll the 20-sided die, adding 3 to your roll for each Symbol Marker on that Hero's card.
  • If you roll 1-10, nothing happens.
  • If you roll 11-17, place a Symbol Marker on that Hero's card.
  • If you roll 18 or higher, take temporary control of that hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Operation. All Order Markers that were on the chosen Hero's card will stay on the card.
_____________________________________________________________​

Okay, here's my take, since there was at least a little interest. I had to cut a lot of his powers in order to fit all the text onto the card. He's coming up a bit shorter than Drac, but not having the Flying or SS symbols should help too, right? Anyways, more design thoughts here;
Spoiler Alert!

I'm really interested to hear what @ALEXAN2507 (or anybody else with experience with MH) thinks of the design. It was really difficult to narrow down everything he does to ~20 lines of text.
If anyone is interested in getting into the series, here is all the videos in proper release order, and here is a guy analyzing it and filling in the (non-essential) off-youtube content.


I dig it. It's a pretty accurate representation of how he works in Marble Hornets. I definitely think make him a Tormentor so that he works with the other horror dudes personally. Also, I think you could translate his "coughing aura" thing as a debilitating power rather than an offensive one- say, all units within three spaces of him suffer a stat reduction. That would make it reasonably short to fit on the card.
I don't think he should have a direct attack option- he never does, after all. Instead, maybe consider having The Sickness deal an autowound after taking the turn with the temporarily controlled hero.

With these suggestions in mind I'm envisioning him as a weird "horror support" character who weakens opponent's nearby figures for the rest of your army to attack, and pits your opponent's figures against each other- since he really never (that I recall) attacks anyone himself
Oh, and have you considered renaming "Slender Stalker" to simply "The Slenderman"?

May as well reference his original name somewhere here

I'm really liking all these ideas - seems like a beautifully weird character. :) I'd definitely suggest trying to tie an auto-wound affect into The Sickness rather than a normal base attack if he doesn't really attack normally. Also, yeah, 'The Slenderman' sounds good for a name for the first power, and fits in nicely with the sorts of names we have on other Horror guys (i.e. The Shape on Michael Myres). Also definitely support him being a Tormentor.
As to what Tornado's saying, I genuinely think, if they've got a comic in the works, you should be good.
One final thing, you're going to need a set number of markers - even Squirrel Girl's aren't infinite. :razz: 8 should work well, from what you're saying, to tie into the Eight Pages, plus it's a high enough number that it doesn't really limit him.


Marble Hornets was a very fun bit of found footage horror
 
I'm really liking all these ideas - seems like a beautifully weird character. :) I'd definitely suggest trying to tie an auto-wound affect into The Sickness rather than a normal base attack if he doesn't really attack normally. Also, yeah, 'The Slenderman' sounds good for a name for the first power, and fits in nicely with the sorts of names we have on other Horror guys (i.e. The Shape on Michael Myres). Also definitely support him being a Tormentor.
Yeah, I think Heroscape could use more incomprehensible Lovecraftian monsters, but I think everything could use more of those. :razz: I think maybe an auto-wound could be fit into The Sickness. By my count, the current write-up has 18 lines, while Drac and Mordo both have 21 lines and the two symbols, so I think a line or two more couldn't hurt. The change of class and power name sound good too.
As to what Tornado's saying, I genuinely think, if they've got a comic in the works, you should be good.
Yeah, it all comes down to the comic, I suppose. It could never come out, or it could just not feature the main villain at all. My main fear is that from what I've seen of the art, it might be the kind of style that just generally isn't on a C3G card.
One final thing, you're going to need a set number of markers - even Squirrel Girl's aren't infinite. :razz: 8 should work well, from what you're saying, to tie into the Eight Pages, plus it's a high enough number that it doesn't really limit him.
I mean eight is a really arbitrary number for him, based off the most tangential of references,, but it's also the largest amount of markers that can fit on the standard card template, so it works. I could've sworn there was a design that didn't reference a set number of markers, but I guess I'm wrong cause I can't think of what it was.

So that leaves us with something like this;
marblehornets.png

NAME = THE OPERATOR
SECRET IDENTITY = N/A

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = TORMENTOR
PERSONALITY = DISTORTIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 0
RANGE = 1
ATTACK = 0/1
DEFENSE = 1

POINTS = ???

THE SLENDERMAN
The Operator does not start the game on the battlefield. At the start of the game, place the Operator and 7 black Symbol Markers on this card and place a Symbol Marker on the card of a Unique Hero. Immediately after Order Markers have been placed for the round, if the Operator is not destroyed, you may place it on an empty space within 3 spaces of a figure with a Symbol Marker on their card. When rolling defense dice for the Operator, if you roll a shield or blank, the Operator takes no damage and you must immediately place it on this card.

THE SICKNESS
Instead of taking a turn with the Operator, you may choose a Unique Hero within 3 clear sight spaces of it and roll the 20-sided die, adding 3 to your roll for each Symbol Marker on that Hero's card.
  • If you roll 1-10, nothing happens.
  • If you roll 11-17, place a Symbol Marker from this card on that Hero's card, and place a wound on that figure's card.
  • If you roll 18 or higher, take temporary control of that hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Operation. All Order Markers that were on the chosen Hero's card will stay on the card.
 
Yo Mr Nobody did you realise Flex Mentallo is getting a figure in the DC Rebirth Heroclix pack?
 
Yo Mr Nobody did you realise Flex Mentallo is getting a figure in the DC Rebirth Heroclix pack?
I did! Once Changeling is released, I'm probably going to really start pushing for the rest of the Doom Patrol characters, and he should be out by then.

Speaking of Doom Patrol, the very end of this Titans Promo has what I think is the first real look at them in that universe. I'm...not exactly impressed, but hey it looks like they're trying at least.
[ame="https://www.youtube.com/watch?v=GMUs2MhNH5g"]https://www.youtube.com/watch?v=GMUs2MhNH5g[/ame]
 
So as it turns out the XCOM videogames are getting a comic, which is an excuse enough for me to want to throw out design ideas because I found some XCOM customs for Heroscape and they were
uh
lacking
but it got me thinking the fun potential of chucking the JL against XCOM's aliens

So yknow you want a job done you do it yourself

Kicabhu.jpg


NAME = SECTOID SOLDIERS

SPECIES = SECTOID
UNIQUENESS = COMMON SQUAD (3)
CLASS = SOLDIERS
PERSONALITY = CONQUERED

SIZE/HEIGHT = SMALL 3

LIFE = 1

MOVE = 5
RANGE = 6
ATTACK = 2
DEFENSE = 3

POINTS = ???

MIND MERGE

Once per turn, before attacking with a Sectoid Soldier, you may choose one other Sectoid Soldier within 4 spaces. If you do, all shields rolled for this attack count as additional skulls. The chosen Sectoid Soldier may not attack this turn.



Starting off with the series poster boys- the only especially noteworthy thing about these guys is their ability to Mind Merge, where one Sectoid sacrifices an attack to improve another's combat effectiveness. Pretty simple guys.
 
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Yo Mr Nobody did you realise Flex Mentallo is getting a figure in the DC Rebirth Heroclix pack?
I did! Once Changeling is released, I'm probably going to really start pushing for the rest of the Doom Patrol characters, and he should be out by then.

Speaking of Doom Patrol, the very end of this Titans Promo has what I think is the first real look at them in that universe. I'm...not exactly impressed, but hey it looks like they're trying at least.
[ame]https://www.youtube.com/watch?v=GMUs2MhNH5g[/ame]

I watched it already bro

They were great in my opinion, I loved them
 
So as it turns out the XCOM videogames are getting a comic, which is an excuse enough for me to want to throw out design ideas because I found some XCOM customs for Heroscape and they were
uh
lacking
but it got me thinking the fun potential of chucking the JL against XCOM's aliens

So yknow you want a job done you do it yourself

Kicabhu.jpg


NAME = SECTOID SOLDIERS

SPECIES = SECTOID
UNIQUENESS = COMMON SQUAD (3)
CLASS = SOLDIERS
PERSONALITY = SUBSERVIENT

SIZE/HEIGHT = SMALL 3

LIFE = 1

MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 3

POINTS = ???

MIND MERGE

Once per turn, when a Sectoid Soldier uses its normal attack, you may count all shields rolled as skulls. You may only attack with up to two Sectoid Soldiers if you have used Mind Merge special power this turn.


Starting off with the series poster boys- the only especially noteworthy thing about these guys is their ability to Mind Merge, where one Sectoid sacrifices an attack to improve another's combat effectiveness. Pretty simple guys.
I like them! Simple, but no problem with that. Could I suggest a class change to Invader? I'm trying to make Invader happen.

XCOM is one of those things I always forget about until someone brings it up and I remember how cool it is.
 
So as it turns out the XCOM videogames are getting a comic, which is an excuse enough for me to want to throw out design ideas because I found some XCOM customs for Heroscape and they were
uh
lacking
but it got me thinking the fun potential of chucking the JL against XCOM's aliens

So yknow you want a job done you do it yourself

Kicabhu.jpg


NAME = SECTOID SOLDIERS

SPECIES = SECTOID
UNIQUENESS = COMMON SQUAD (3)
CLASS = SOLDIERS
PERSONALITY = SUBSERVIENT

SIZE/HEIGHT = SMALL 3

LIFE = 1

MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 3

POINTS = ???

MIND MERGE

Once per turn, when a Sectoid Soldier uses its normal attack, you may count all shields rolled as skulls. You may only attack with up to two Sectoid Soldiers if you have used Mind Merge special power this turn.


Starting off with the series poster boys- the only especially noteworthy thing about these guys is their ability to Mind Merge, where one Sectoid sacrifices an attack to improve another's combat effectiveness. Pretty simple guys.
I like them! Simple, but no problem with that. Could I suggest a class change to Invader? I'm trying to make Invader happen.

XCOM is one of those things I always forget about until someone brings it up and I remember how cool it is.


I will consider the Invader request. If I roll with that I'd make all the aliens Invaders, but I just want to make sure there's no specific class synergies I want within these guys seperately.
 
m6E7Zm6.jpg

NAME = THIN MEN

SPECIES = VIPER
UNIQUENESS = COMMON SQUAD (3)
CLASS = AGENTS
PERSONALITY = CONQUERED

SIZE/HEIGHT = MEDIUM 5
LIFE = 1

MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 3

POINTS = ???

POISON SPIT

Instead of attacking with a Thin Man you control, you may choose a space within five spaces of the Thin Man. Roll the 20 sided die. On a 14 or above, all figures on or within one space of that space receive one wound, unless they have the species of Android or Viper.

POISONOUS EXPLOSION
When a Thin Man figure you control is destroyed, roll the 20 sided die. On a 14 or above, all figures on or within one space of that space receive one wound, unless they have the species of Android or Viper.

LEAP 12
Instead of moving normally with a Thin Man figure you control, you may use Leap 12. Leap 12 has a move of 5. When counting spaces for Leap 12, ignore elevations. Thin Men figures may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Thin Men may not leap more than 12 levels up or down in a single leap. When using Leap 12, Thin Men will not take any leaving engagement attacks.
 
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Man, today has been quite the day for creepy tall guys. Should they have some sort of power to disguise themselves as humans? I honestly don't remember them very well.
 
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