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Sherman Davies' Marvel customs - Thanos

Agree with Taeblewalker. How about letting her using one Special Power of another figure at a time for the round?

Now if Marvel would only Bring Back Rogue too...which should be happening soon!
 
Good stuff. Rogue is a tough one and we heavily discussed her for C3G.
Copying powers can open up a whole can of worms so I can understand wanting to avoid it but as stated, with her high stats, her power drain feels marginalized.
Power negation is quite potent itself though and should not be underestimated.
I actually think C3G may have dropped that aspect, I believe mostly because it is not fun to play against.
 
I like that it negates the unit's powers but it might be more fun to have her also use the unit's special powers herself.
I considered having her actually copy powers given that it's what she actually does in the comics, but in Heroscape that would create a lot of possible theme weirdness - what's happening when she copies Kaemon Awa, or Hawkeye, or War Machine? Does she steal their bows or guns for a while and then return them? It would also create a bunch of potentially game breaking corner cases and FAQs - what if she copies Atlaga's Bolt of Witherwood more than once per game? Can she use it multiple times? And that's just one example off the top of my head; there would be many more such unforeseeable problems that power copying would create - the "known unknowns," as Donald Rumsfeld called them. At the end of the day I decided the juice was not worth the squeeze.


Good stuff. Rogue is a tough one and we heavily discussed her for C3G.
Copying powers can open up a whole can of worms so I can understand wanting to avoid it but as stated, with her high stats, her power drain feels marginalized.
Power negation is quite potent itself though and should not be underestimated.
I actually think C3G may have dropped that aspect, I believe mostly because it is not fun to play against.
Yeah, she's not going to copy stats unless she's up against characters above her weight class, but I actually find that fairly thematic - Rogue in this incarnation mainly relied on her stolen Captain Marvel powers anyway, rarely using her own mutant ability out of fear of its lethality. I considered making this version of her without any power draining at all, but it felt strange to leave it out considering it's her actual power.

As for the power negation element, I figured since the official game already has precedent for it I wasn't too concerned with adding a little more.
 
Nice job on Rogue. Li'Helm had a similar idea for a Rogue card and we also determined that borrowing powers is not a good idea. His plan was to have Rogue with a relatively low attack value and then swap the value with whomever has the marker on their card. It was a very basic idea but we never really went forward with it. We both like what you ended up with here.
 
Thanks, Matt. You and Lil'Helm should keep hammering at your own Rogue; you'll eventually get to something you like, but she's definitely harder to translate than most. For me, she was a character I tinkered with on and off for a long time, and only after I'd been making customs for years. I don't think I settled on this version until 5 or 6 years ago.
 
Worked on an addition to the "Rom" corner of the Shermanverse, Rom's fellow Spaceknight and love interest, Starshine:

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I'd hoped for a long time to make a card for her, but I didn't realize until last year that Heroclix had made a figure for her. She's obviously the Marvel character most suited to be adapted to Heroscape because her head is literally hexagonal. :lol:
 
Made a common squad card for the Kree, just in case I ever want to do Kree/Skrull War scenarios, or maybe a Kree vs. Skrull vs. Marro vs. Soulborg sci-fi extravaganza:

Sci-Fi battle sounds fun.

Really glad I picked up a nicer mini for her, otherwise I never would've caught that she was missing.

That is a nice mini. Sometimes I think I'm going to upgrade my minis to all the animated series ones...then I look at all the minis I have and the cost to do that and I never follow through. They do look cool though
 
Yeah, Rom's popped up a few times over the years. I believe his last appearance was when we played on that Times Square Subway map, after we'd finished playing Ninja Turtles-Scape on it.

That is great. Never knew Rom had a girlfriend.

Yup, Brandy Clark - the first human Rom meets when he lands on Earth. She and her town initially do the "Oh no, it's an alien invader!" thing before eventually befriending Rom. As the series goes on the two fall in love in spite of the whole "I'm a cyborg, you're a human" thing, but Brandy eventually gets merged with the body of Starshine, another Spaceknight who died sacrificing herself for Rom. Comics!


That is a nice mini. Sometimes I think I'm going to upgrade my minis to all the animated series ones...then I look at all the minis I have and the cost to do that and I never follow through. They do look cool though

Yeah, I didn't even realize when I bought her that she was technically an X-Men Animated Series mini, but I was fine with it because she's pretty indistinguishable from the comic book version, unlike the minis Heroclix has done in the Bruce Timm style, which are clearly much more cartoony.
 
Back to doing Marvel customs after spending a few months in DC-land, so I decided to work on their namesake character, Ms. Marvel:

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This Kamala Khan basically operates as a tweak on Major X-17, but with a bit more oomph and the ability to heal and escape sticky situations if necessary.

I also revised an older character of mine who had a similar card-switching mechanic, Emma Frost:

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These new versions allow me to play Emma either with or without her diamond powers, so she can represent either her original Brotherhood of Evil Mutants incarnation or her contemporary X-Men version.
 
Nice! Fairly complex for a Sherm card. I like them!
Yeah, the Transformation power is wordy, but it's basically a bunch of Heroscapese language that amounts to "switch this figure with that other figure you have." :LOL:

Made revisions to a couple of older cards, Absorbing Man and Elektra:

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Yeah, we'll see how the revised Skrull Agents play out next month. Personally, I don't see their ability as any more game changing than Mind Shackle or any of the various d20 powers that inflict one or more wounds, but we'll see how it goes.
 
Yeah, we'll see how the revised Skrull Agents play out next month. Personally, I don't see their ability as any more game changing than Mind Shackle or any of the various d20 powers that inflict one or more wounds, but we'll see how it goes.
The issue is the fact that it's completely passive - there's no opportunity cost. You've not done or risked anything to achieve this, you just put a unit in your army and got lucky. If you blow someone's head off with Deadeye Dan, at least you took a turn with him, and accepted the risk of said turn being wasted. Here, nothing is sacrificed and you can add more to sway the odds in your favour. There's no way to counter or play around it, either, since they're off the battlefield and the threat cannot therefore be eliminated. It removes strategy from the equation for both parties.
 
Perhaps a better comparison would be the Airborne Elite? The Drop is unpredictable, not very easy to play around, and is often deadly first turn. This is factored into their cost.

If you wanted to remove the instant kill factor, you could have the Agent materialize similar to the AE, as if they just revealed themselves (but not replacing any opposing figures).
 
The issue is the fact that it's completely passive - there's no opportunity cost. You've not done or risked anything to achieve this, you just put a unit in your army and got lucky. If you blow someone's head off with Deadeye Dan, at least you took a turn with him, and accepted the risk of said turn being wasted. Here, nothing is sacrificed and you can add more to sway the odds in your favour. There's no way to counter or play around it, either, since they're off the battlefield and the threat cannot therefore be eliminated. It removes strategy from the equation for both parties.
My thinking was that the cost of adding units to your army that might never enter the game was enough of an opportunity cost, but your points about the passivity and lack of agency in the design are well taken. Here's a revision to address some of those issues:

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I have a lot of catching up to do but let me just say that I love your Skull Agent infiltration power. I totally agree with the others that it is powerful as written on the original design. Your edit definitely makes it more defensible. Keep those skulls away from you!!!!

I may have to steal (I mean "borrow") some aspect of that power at some point. I have a skull piece I never used for my squad and always anted to make him a hero of some kind. The starting off the board infiltration power may just inspire some idea for me. Thanks good buddy.
 
I had a great time running them in our last group game--see my signature thread.
 
I have a lot of catching up to do but let me just say that I love your Skull Agent infiltration power. I totally agree with the others that it is powerful as written on the original design. Your edit definitely makes it more defensible. Keep those skulls away from you!!!!

I may have to steal (I mean "borrow") some aspect of that power at some point. I have a skull piece I never used for my squad and always anted to make him a hero of some kind. The starting off the board infiltration power may just inspire some idea for me. Thanks good buddy.
Thanks bud, glad you like it! As chas says, he got a chance to try them out at our most recent game; it was fun to see an Omnicron Sniper revealed to be a secret Skrull all along:

Super Skrull attacks a squad of Omnicron Snipers...

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...one of which was actually a Skrull Agent in disguise!

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A long overdue addition to the Shermanverse, Jean Grey:

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Like most Marvel fans of my generation, the definitive X-Men lineup is the Claremont/Byrne group from the '70s and '80s (Cyclops, Storm, Nightcrawler, Wolverine, Kitty Pryde and Colossus), but obviously Jean and the rest of the original roster loom large in the X-Men mythos, so now it'll be nice for me to have the ability to play them in Heroscape if I ever want to.
 
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