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The Book of Amanda Waller

Yodaking

C3G Landlord
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The Book of Amanda Waller

C3G DC SUPER SECRET EXCLUSIVE 47
TASK FORCE X

C3G_Amanda Waller_comic.png

Comic PDF

C3G_Amanda%20Waller_mini.png

Mini PDF

The figure used for this unit is a Heroclix figure from the Arkham Asylum set.
Its model number and name are #012 / Amanda Waller.
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Character Bio - Amanda "The Wall" Waller is a hardline top-ranking U.S. Government agent involved in clandestine operations. Despite her non-threatening physical appearance, she is almost universally feared as one of the most ruthless women in espionage and politics. She created and runs the Suicide Squad, a team of super-villains running missions for the government in exchange for reduced prison sentences. (dc.wikia.com)
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-Rulings and Clarifications-
  • Q: When a figure like Gentlemen Ghost has a Suicide Marker on its card and is destroyed when the X Order Marker is revealed on Waller's card, which player controls the card going forward?
  • A: The order of events is first the switching of sides, followed by Waller revealing the X to destroy the figure, thus the Gentleman Ghost card is still handed over to the opponent before the figure is removed from play.
  • Q: Once Amanda Waller is removed from play, do I still have to continue rolling to see if the members of the Suicide Squad will betray me and switch sides?
  • A: No, a figure no longer in play's powers no longer impact the game, unless specified in the power text that it does. Since no language here suggests anything like that, you do not need to continue rolling the 20-sided die after taking a turn with your figures.
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-Combinations and Synergies-

Incoming Synergy:
  • As a Human, Amanda Waller has these Human Synergies.
  • When you roll the 20-sided die for Amanda Waller's Suicide Squad special power after taking a turn with a figure that is within 5 clear sight spaces of an Agent you control, you may add 2 to your roll with Rick Flag Jr's Staying On Task special power.
  • You may move a figure you control with a Micro-Bomb Marker on its card once per turn, after taking a turn with any other card you control, with Rick Flag Jr's Suicide Squad Coordinator special power. Micro-Bomb Markers may be placed by Amanda Waller's Suicide Squad special power.
Outgoing Synergy:
  • Amanda Waller may choose Unique Criminal, Outlaw, Rogue, and Thief Heroes for her Suicide Squad special power, activate them with her Director of A.R.G.U.S. special power, and boost them with her Special Assignment special power. Current Criminals, Outlaws, Rogues, and Thieves.
  • Amanda Waller may activate Agents with her Director of A.R.G.U.S. special power and boost them with her Special Assignment special power. Current Agents.
Immunities, Benefits, and Weaknesses:
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-Strategy, Tactics and Tips-
  • Amanda Waller works well with the The S.H.I.E.L.D. Agents common squad as her Special Assignment Special Power allows her to boost their attack by 1, while the Director of A.R.G.U.S. Special Power lets you activate them when they are best positioned to take advantage of the attack boost. Three ranged attacks that are boosted can often be a better option than taking a turn with two of your Suicide Squad members, depending on who you have left.
-Heroscapers Community Contributions-
 
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Re: The Book of Amanda Waller - Initital PT

NAME = AMANDA WALLER

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = DIRECTOR
PERSONALITY = DEFIANT
SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 4
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = 195

SUICIDE SQUAD

At the start of the game, choose up to 6 Unique Heroes you control with the class of Criminal, Outlaw, Rogue, or Thief and place a black Micro-Bomb Marker on each of their cards. After taking a turn with a figure that has one of your Micro-Bomb Markers on its card, you must roll the 20-sided die. If you roll 2 or lower, remove any Order Markers on that figure's Army Card and choose an opponent to take control of that figure and its card. If an opponent would take temporary or permanent control of a figure you control with a Micro-Bomb Marker on its card, you may immediately reveal an "X" Order Marker on this card to destroy that figure.

SPECIAL ASSIGNMENT
Before rolling for initiative each round, you may choose an opponent's Unique Hero on the battlefield. For the duration of the round, any figure you control taking a turn with Director of A.R.G.U.S. rolls 1 additional die when attacking the chosen figure.

DIRECTOR OF A.R.G.U.S.
After revealing a numbered Order Marker on this card, instead of taking a turn with Amanda Waller, you may take a turn with up to two Heroes you control with Micro-Bomb Markers on their cards or one Agent Hero or Squad you control.
 
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Re: The Book of Amanda Waller - Design Phase

There are two minis to choose from. I personally like the skinnier one but I think the other one is more comic accurate.

1063051.jpg

Amanda Waller #034 The Flash Booster Set DC


Amanda Waller #012 Arkham Asylum DC Heroclix


The 2nd one is also more available and thus may be easier to get pics of. Which mini we choose will play into the comic art selection.
 
Re: The Book of Amanda Waller - Design Phase

Hoping to see what @quozl thinks of this one, since she was his draft!

Overall I like it. Definitely hits the same beats as I was going for with Iron Patriot, creating a lot of interplay with dubious-loyalty units. A few notes...

- 100% in favor of the older, heftier Waller. It's the most iconic version of the character.
- Just call them IED Markers; you can explain the abbreviation in the bio. Would read a lot more cleanly.
- I'd like to see the destruction be A) optional and B) trigger on any transfer of control. With permanent control you'd blow them up 90% of the time anyways, and with temporary you could either wait it out or prevent a catastrophic switch. Plus, I could easily see Waller leaving someone like the Creeper alive if it suited her needs.
- I'd like to see more to Behind the Curtain than just a die-roll. Have it more along the lines of Lex Luthor's power. Contingent on there being other units to deflect attention.
- Not sure on Class/Personality here but I can't think of any good alternatives right now. I'll think on it.

One question, though - should there be a limit beyond species? I know that Suicide Squad is GENERALLY Criminals, Thieves, and other ne'er-do-wells, but is it unthematic to have law-abiding citizens on the team?
 
Re: The Book of Amanda Waller - Design Phase

I like her! One thing I would change:

When an opponent would take control of a figure you control with your IED Marker on its card, you may destroy that figure. When Amanda Waller is destroyed, you must destroy one figure you control with your IED Marker on its card for each unrevealed Order Marker on this card.

What I like about this change is that you don't have to destroy them unless Amanda Waller is destroyed. I also like adding the choice of destroying them when someone would take temporary control of them.
 
Re: The Book of Amanda Waller - Design Phase

I guess I can see her choosing not to blow someone up just because they switched teams if she thought she could still get them to switch back or if they somehow hurt the other team. After the 24 hours have passed I'll try a rewrite and see how it works. *edit* Actually quozl's rewording works for me.

Your thoughts on Behind the Curtain seem spot on too, keeping at least one figure close by to deflect the attention may keep you from just leaving her in the start zone for the whole game.
 
Re: The Book of Amanda Waller - Design Phase

My thoughts:

1) Personally, I'm not huge on Waller turning your team into the Suicide Squad. Correct me if I'm wrong, but I thought the Suicide Squad was comprised of villains who'd been captured by ARGUS and forced into it. If that's correct, I think the more thematic way of doing it would be to allow Waller to turn your opponent's heroes into Suicide Squad members when you would destroy them (as in, you take control of them instead of placing the killing wounds).
2) I'm also in agreement that the destruction should be optional. However, I'd allow her to use it on all your figures, I could totally see her having fail-safes in place to take out her allies if they became a danger. In an old write-up of mine I had it as its own power:
NECESSARY FAIL-SAFES
When an opponent would take temporary or permanent control of a figure you control, you may reveal and remove an "X" Order Marker from this card to destroy that figure.​
3) I'd like her to be a leader for Agents in addition to her Suicide Squad/Task Force X powers; if an ARGUS squad gets made, they'll most likely be Agents and Waller should totally be able to command them around.
4) I'm not completely sold on Behind the Curtain. I like the theme you're going for with it, but I don't think it translates well; as it's currently written, it feels like some sort of cloaking or illusion power. Plus I'm not sure its needed. You'll already be leaving her in the back of your base, which gets that feel of managing from a distance while also protecting her against most opponents.

My :2cents:.
 
Re: The Book of Amanda Waller - Design Phase

One question, though - should there be a limit beyond species? I know that Suicide Squad is GENERALLY Criminals, Thieves, and other ne'er-do-wells, but is it unthematic to have law-abiding citizens on the team?

As to this question, based on her personality I think if she could somehow get her hands on 'good' super people she would not hesitate to bring them under her control and use them for her own purposes. Kind of like how she is running Oliver right now in Arrow, their is no bomb implanted in his head but she is strong arming him none the less.

I also think trying to limit it to only 'bad people' would be difficult. Their are just so many different classes in play. Here is the current list for the markers as the power is written right now.

List of Humans & Metahumans UH's w/o SS. (potential Waller bonding targets)
Spoiler Alert!


There are several humans that are not good fits thematically, Gordon, Alfred, J. J. Jameson, Wong, etc. but most of those are also not really good options from a game play perspective either so I doubt she would be paired up with them.
 
Re: The Book of Amanda Waller - Design Phase

The future ARGUS Agents is a good point, I think we can work that into the strategic management power. Maybe take a turn with two IED figures or 1 IED figure and one agent hero or squad you control?
 
Re: The Book of Amanda Waller - Design Phase

I'm with Viegon on not really seeing the need for Behind the Curtain. You're going to want to protect her anyways and I think it will allow for some more interesting strategic choices of how to play her than with that power. The rest looks good with the suggestions they others have already brought forward.
 
Re: The Book of Amanda Waller - Design Phase

One question, though - should there be a limit beyond species? I know that Suicide Squad is GENERALLY Criminals, Thieves, and other ne'er-do-wells, but is it unthematic to have law-abiding citizens on the team?

As to this question, based on her personality I think if she could somehow get her hands on 'good' super people she would not hesitate to bring them under her control and use them for her own purposes. Kind of like how she is running Oliver right now in Arrow, their is no bomb implanted in his head but she is strong arming him none the less.

I also think trying to limit it to only 'bad people' would be difficult. Their are just so many different classes in play.

This is why I prefer her turning your opponent's heroes into the Suicide Squad. There isn't a synergy group that accurately gets the theme. Even with the current one, it leaves out characters like King Shark who should be on it, while it includes plenty of units it shouldn't. By turning enemy heroes into the Suicide Squad, it captures the core theme of her using her enemies as a weapon.
 
Re: The Book of Amanda Waller - Design Phase

I think Viegon's on to something interesting here! Maybe something like this?

TASK FORCE X
Start the game with 6 white IED Markers on this card. Whenever an enemy figure would be destroyed, you may place an IED Marker from this card on that figure's Army Card. Do not place any wound markers on the affected figure's Army Card. Remove all Order Markers from the affected figures Army Card and take permanent control of that figure and its Army Card. When an opponent takes permanent control of a figure you controlled with the IED Marker on their card, you may destroy that figure instead. When Amanda Waller is destroyed, also destroy one figure you control with an IED Marker on their card for each unrevealed Order Marker on this card.

The wording needs tightening, but you get the gist. Then give her an Agent synergy power to go with it.
 
Re: The Book of Amanda Waller - Design Phase

I think it'd be disappointing if you couldn't build a Suicide Squad team - like in the upcoming movie - and play with them. Maybe start with 6 IED Markers, let you place them on your figures OR wait until enemy figures are destroyed? That way you can start with a team and recruit new members as the game goes on.
 
Re: The Book of Amanda Waller - Design Phase

I'm not thrilled or excited by the prospect of the 'time warp' version of her suicide squad recruitment where an enemy figure is defeated, captured, imprisoned for some length of time, visited by Amanda Waller where she offers an opportunity to 'earn' their early release, implants them with a bomb, then sends them on a secret mission on her behalf all in the matter of a few seconds. The capture and recruitment of members of the suicide squad should happen before the battle ever takes place. She assembles the team based on the mission requirements. If you want a figure that instantly takes control of your opponents forces you can do that with one of the mind control figures already in C3G.

Other than King Shark, who I see is a Shark, what are the species of some of the classic suicide squad members not currently covered by humans & metahumans?
 
Re: The Book of Amanda Waller - Design Phase

aren't all the current figures outlaws? would that be a possibility for bonding limit?
 
Another Brick in the Wall

aren't all the current figures outlaws? would that be a possibility for bonding limit?

Pretty sure that's Scandal Savage's shtick. Not that you can't duplicate it. That said, Alfred is actually a great cheap option if the human/metahuman route stays open.

~Dysole, who doesn't really have any suggestions
 
Re: The Book of Amanda Waller - Design Phase

The heftier mini is definitely the one we should use. It's way more iconic. Turning "The Wall" into another improbably-fit, pretty face is one of the worst decisions DC made with New 52.

NECESSARY FAIL-SAFES
When an opponent would take temporary or permanent control of a figure you control, you may reveal and remove an "X" Order Marker from this card to destroy that figure.
This is perfect for Waller. :up: to working this in somewhere.

I think it'd be disappointing if you couldn't build a Suicide Squad team - like in the upcoming movie - and play with them. Maybe start with 6 IED Markers, let you place them on your figures OR wait until enemy figures are destroyed? That way you can start with a team and recruit new members as the game goes on.
I like this idea! Starting with no one in the Squad will make for a long game, and make her match-up dependent, but this would make for interesting gameplay. I would drop the markers to 4 though. With 6, it would be too easy to draft 3-4 figures into a solid team, and still have markers available to take over the opponent. 4 would make those initial decisions tougher.

Also, while I get what you're going for with Behind The Curtain, I'm just not feeling it. Something like Lex Luthor's Criminal Deception would be a better fit, I think. Maybe with Agents instead?
 
Re: The Book of Amanda Waller - Design Phase

Just to make sure I understand this correctly...

You only recruit an "agent" if your attack would KO/kill/disable whatever correct? and if so you keep the previous wound markers on the new agent. This doesn't seem to be too game breaking to me as they will usually only have 1 or 2 lives left anyway unless someone just gets really lucky/unlucky with a roll and manages to get a big hit.

Harley Quinn has 2 lives left and is attacked for 2 hits and rolls 0 shields instead of being KO'd she is recruited and still only has 2 lives left. Is this an accurate statement?
 
Re: The Book of Amanda Waller - Design Phase

Thought I'd chime in here since I do actually own some of the very earliest suicide squad stuff.

Not big on the non-Super Strength restriction since it would most likely cut out Blockbuster, and he was an original member.

Also don't really get the 'time warp' version, seems like that would be more for a Suicide Squad themed set of scenarios or something.

One question, though - should there be a limit beyond species? I know that Suicide Squad is GENERALLY Criminals, Thieves, and other ne'er-do-wells, but is it unthematic to have law-abiding citizens on the team?

Rick Flag Jr., Bronze Tiger, Nightshade, Nemesis and Vixen are all more-or-less 'good guys' or at least not criminal types. Sort of true of Enchantress too, pretty sure she was in 'good guy mode' at the time anyway.

Even if you were trying to restrict it to 'bad guys', I don't know how you'd do it. There isn't one class that would make sense for all the members to have, Deadshot and Boomerang are already pretty specific classes and they absolutely have to get in. Not really an obvious class to deny either. Maybe restrict it to non-Valiant units?
 
Re: The Book of Amanda Waller - Design Phase

I am currently leaning towards johnny's version with TB's tweak of 4 markers.
This one is going to be tough to find a balance between theme and game play.
 
Re: The Book of Amanda Waller - Design Phase

I am currently leaning towards johnny's version with TB's tweak of 4 markers.
This one is going to be tough to find a balance between theme and game play.

I've found that those end up being some of the most fun designs, and I am liking that direction as well.
 
Re: The Book of Amanda Waller - Design Phase

Here's a shot at that... the "receive enough wounds to be destroyed" bit might need some wordsmithing but I think it works mechanically. And the Behind the Curtain bit riffs on the original version and Lex Luthor's powers.

Not sure how we would fit Strategic Management into this version though. Maybe drop the attack avoidance power and stick with a straight OM manager?

TASK FORCE X
Start the game with 4 white IED Markers on this card. At the start of the game, you may choose up to 4 Unique Human or Metahuman Heroes you control without the Super Strength Special Power and place an IED Marker on their card. Whenever an enemy figure would be destroyed or receive enough wounds to be destroyed, you may instead place an IED Marker from this card on that figure's Army Card. Remove all Order Markers from the affected figures Army Card and take permanent control of that figure and its Army Card. When Amanda Waller is destroyed, you must destroy one figure you control with an IED Marker on their card for each unrevealed Order Marker on this card.

NECESSARY FAIL-SAFES
When an opponent would take temporary or permanent control of a figure you control, you may reveal and remove an "X" Order Marker from this card to destroy that figure.

BEHIND THE CURTAIN
If a figure with an IED Marker or an Agent you control is within 6 clear sight spaces of Amanda Waller, she cannot be attacked and will not take any leaving engagement attacks.
 
Re: The Book of Amanda Waller - Design Phase

*Ignore this post as I have already moved on from that card idea*
 
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Re: The Book of Amanda Waller - Design Phase

After sleeping on it, I decided I really don't like the Behind the Curtain power. One of the things I liked about the initial concept of the design was the decision on how many OMs to give her. She gives you double turns with some potentially killer combos, but then for each OM you give her you risk losing one of your figures. Load her up on OMs, win initiative and you can potentially really punish your opponent, but lose initiative and you could potentially lose the game if Waller gets killed. So do you play it safe and only give her OM1 each round, or gamble a little bit and give her more OMs? Making it so she can't be attacked takes that all away and increases her effectiveness and point level substantially. So lets drop that power completely for now.
 
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Re: The Book of Amanda Waller - Design Phase

I had a thought about her suicide squad recruitment options. It would be unorthodox so I don't know if everyone would be on board with it or not, but what if we limited the recruitment options based on the point cost of the card? Say she could only recruit figures with a card in the 100-230 point range. Figures that cost less than 100 points she doesn't deem powerful enough to waste time and effort recruiting, while figures that cost more than 225 points represent figures that are too powerful for her to successfully strong arm and maintain control over. This would open up all kinds of non-DC figures for her to recruit in this battle of all time, in particular Marvels mutants. Figures like Gambit & Marrow just seem like natural fits for a Suicide Squad that could be recruited from other comic mediums. It also means King Shark can now be recruited.

TASK FORCE X
At the start of the game choose up to 4 Unique Heroes you control whose point value is at least 100 points and no more that 225 points. Place an IED Marker on each of their cards. When an opponent takes control of a figure you control with the IED Marker on their card, you may immediately destroy that figure. When Amanda Waller is destroyed, also destroy one figure you control with an IED Marker on their card for each unrevealed Order Marker on this card.

List of current Unique Heroes between 100-225 points:
Spoiler Alert!

 
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