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The figure used for this unit is a Heroclix figure from the Clobberin Time set.
Its model number and name are #031-033 / Avalanche.
Its model number and name are #111 / Dominic Petros
Character Bio - Born Dominikos Ioannis Petrakis, Avalanche's past is mostly unknown. All we know for certain is that he immigrated to America from the island of Crete. Avalanche is a Mutant with the ability to manipulate geometric formations due to generating seismic waves from his hands. The resulting effect is similar to an earthquake. Avalanche is most notably a member of the Brotherhood of Evil Mutants. Mystique recruited Dominikos to the team after recognizing his talents as a professional criminal and terrorist. Avalanche has made a career as a loyal member of the Brotherhood of Evil Mutants.
_________________________________________________________________
-Rulings and Clarifications-
Avalanche must have a target in range to attack in order to use his Earthquake Special Attack and activate Outcast Ambush.
Avalanche is not in 4 clear sight spaces of himself, so he is not affected by his own Earthquake Special Attack.
NAME = AVALANCHE
SECRET IDENTITY = DOMINIKOS PETRAKIS
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = OUTCAST
PERSONALITY = DESTRUCTIVE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 145
EARTHQUAKE SPECIAL ATTACK
Range Special. Attack 3.
All non-flying figures within 4 spaces of Avalanche are affected by Earthquake Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Figures without the Super Strength special power roll 1 fewer defense die when defending against Avalanche's Earthquake Special Attack.
OUTCAST AMBUSH
After revealing an Order Marker on this card and attacking with the Earthquake Special Attack, you may move up to four Unique Outcast Heroes you control up to 4 spaces each. Outcasts moved with Outcast Ambush will not take leaving engagement attacks.
Original Post:
Spoiler Alert!
Cool, I'm really digging him. Most of his teammates (other than Magneto) will have to stay away from him as he can affect his own guys. Should it say that Avalanche is not affected by the special attack?
I can see Magneto throwing Avalanche into a good position to use Earthquake and then his teammates in the SZ can move out. Opponent would have to choose between attacking Avalanche or Magneto without his shield up.
This should help the Brotherhood with their lack of synergy to at least get some mobility help.
Yep - I figured with Pyro and Blob especially needing some help with positioning, this power combo would be pretty useful.
I don't think we need to mention that it doesn't affect Avalanche because he's not a figure within 4 spaces of himself ... I think that it's clear (at least to me) that the space he's on isn't included in that. If it's not, though, I don't mind tagging a line in there.
Yep - I figured with Pyro and Blob especially needing some help with positioning, this power combo would be pretty useful.
I don't think we need to mention that it doesn't affect Avalanche because he's not a figure within 4 spaces of himself ... I think that it's clear (at least to me) that the space he's on isn't included in that. If it's not, though, I don't mind tagging a line in there.
I like what you have here for Avalanche. & I agree you wouldn't need that line about it not affecting him. Apart from that I nothing else to add, except great initial write-up.
Thanks! Since I kind of projected a direction for this guy back during the Blackboard thread Spidey started and it caused a bit of a ruckus at the time, I figured I'd better draft him and be LD here if I wanted those ideas expressed ... it wouldn't be right to expect anyone else to carry them out or anything.
I am already to go on an Initial playtest if there are no objections. I know it is still early, but I just can't foresee any changes needed here, we either like the design or we don't, and I do. So just let me know when we need a playtest done, unless Bats, you want to run it yourself, which I would understand.
Nah, I've got Commish still and less time with three more classes than I had before and an out of town trip coming up! Plus Madame HYDRA is bigger priority for me than this guy as well.
Not to mention there should be a shot at John Stewart coming up soon ... anyway, by all means! Give him a shot! I hope we can get him to fit in well in that 1,000 point Brotherhood army.
He is looking good to me too, Bats! My only comment is that I think his Outcast Ambush ability would make more sense on a Brotherhood transporter like Vanisher (all he does is teleport), but I suppose if all you have to pull info from is the X-Men:Evolution cartoon it fits as he was kinda the leader there.
The theme on Outcast Ambush, for me, is this - he creates a big earthquake which serves as a distraction to allow the other Brotherhood members to get the drop on the enemy. I didn't even know there was a Vanisher.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. Pass
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. Pass
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. Pass
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. Pass
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. Pass
- FUN TEST/ Consider whether or not the design was fun to play. Pass
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Pass
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass
- Heavy Hitter or Mid-Level Hero/ Does it pass?Yes, so far 145 doesn't look off.
Spoiler Alert!
TEST 1
Map: The Heat
Units: Avalanche VS Nightcrawler Avalanche wins with 3 wounds. (having the special attack negate the Teleport Evade is brutal)
TEST 2
Map: The Heat
Units: Avalanche VS Riddler Riddler wins with 2 wounds.
TEST 3
Map: The Heat
Units: Avalanche VS Plastic Man Plastic Man wins with 4 wounds.
TEST 4
Map: The Heat
Units: Avalanche VS Iceman Iceman wins with 2 wounds. (his ability to "Slide" and have superior range won this game for him)
TEST 5
Map: The Heat
Units: Avalanche VS Catwoman Avalanche wins with 3 wounds. (very very very close game)
- Army Test/ Does it pass?YES, 145 was spot on and he was loads of fun to play
Map: The Heat
Units: Avalanche, Toad, Blob, Pyro, and Mystique VS Joker, Harley Quinn, Batman, Robin, and Alfred
Spoiler Alert!
- Mystique advances.
- Batman and Robin advance.
- Mystique shoots Batman outside of his Evasive Strike and scores 3 wounds.
- Batman misses Mystique with his Batarang, but Robin follows up with a Batarang on her for one wound from the shadows.
- Avalanche advances and attacks Toad and Pyro with his SA, but they both defend and then Toad, Pyro, and Blob advance 4 spaces.
- Batman attacks Mystique from the shadows but misses, then Robin engages Mystique and he takes a wound from her Engagement strike, but then from height, Robin hits her for 2 wounds.
- Mystique attacks Batman but receieves a wound from his Evasive Strike.
- Alfred Extracts Batman and heals him one wound.
- Mystique advances towards Batman and attacks him outsid of his Evasive Strike but misses.
- Batman is healed some by Alfred and then he advances towards Mystique and attacks her with a Batarang, but fails. Then Robin attacks Mystique from on hieght and kills her.
- Avalanche advances and then attacks Pyro with his SA and Pyro blocks it. Then Blob, Toad, and Pyro advance 4 spaces.
- Batman advances and attacks Avalanche but fails, then Robin does the same. Avalanche and Blob take a wound from lava.
- Avalanche attacks with his SA and Robin blocks while Batman gives him a wound with his Evasive Strike. Then the Outcasts advance again.
- Batman and Robin both Grapple away from Toad and his Tongue Lash (fear of Hot lava Death), and they attack Avalanche to no avail.
- Toad leaps up and fails his Tongue Lash on Robin, but spits his Phlem at him for two wounds.
- Batman and Robin retreat completely from the approaching gang of Outcasts.... they are far to organized right now, and the dynamic duo need to take them off of their game.
- Blob advances.
- Batman and Robin regroup with Alfred. Pyro takes a wound from lava
- Joker forces orders 3 and X onto the Blob. Robin activates but Alfred fails to heal him, so Robin stays put.
- Avalanche advances and attacks Blob with his SA, but Blob blocks then the Outcasts advance again.
- Robin heals two wounds (down to one wound) and grapples up on same height with Avalanche and scores a wound on him.
- Avalanche advances and hits Robin and Harley Quinn while Batman and Alfred block his SA. Then the Outcasts advance again, this time with Blob engageing Robin.
- Batman thows 3 Batarangs at Toad, Avalanche, and Pyro, but he only hits Toad for one wound. Then Robin fails his attack on Blob.
- Blob fails to do anything.
- Joker forces orders 3 and X on the Blob again. Then Alfred advances and gets adjacent to Robin, then shoots Pyro with the Shotgun and puts a wound on Blob and Toad! Score for the old butler!
- Avalanche hits the ground for another Earthquake SA and gives Robin a wound, Harley a wound, misses Joker, and then Batman kills him with his Evasive Strike. Then the Outcasts advance again.
- Robin is healed two wounds by Alfred, then attacks Blob but fails.
- Avalanche loses a turn.
- Batman attacks Blob, Pyro, and Toad with his Batarang SA, and hits Blob for one wound, Pyro for two, and misses Toad. Then Robin attacks Blob but misses.
- Blob fails to do anything again.
- Joker forces orders 2 and 3 on Blob, then Robin failed to be healed by Alfred, and then he attacks Blob, but fails that too.
- Pyro pulls back a tad (out of Batman's Evasive Strike range) and he attacks Robin, then Alfred, and then Batman, putting a wound on Robin, a wound on Batman, and kills Alfred.
- Batman kills Toad with his Batarangs and misses Blob, then Robin fails his attack on Blob.
- Blob fails to do anything.
- Batman grapples over a rock crop and fails his Batarang attacks on Blob and Pyro. Robin fails his attack on Blob. (being stuck sucks)
- Blob fails to do anything and misses Robin. Batman takes a wound from lava.
- Joker forces orders 1 and X on the Blob. Batman gets height on Pyro and kills him, then Robin fails his attack on Blob.
- Blob fails to do anything again. (he is annoying to play with and against )
- Batman misses Blob. Then Robin fails his attack on Blob.
- Blob fails his attack on Robin.
- Batman and Robin both fail their attacks on Blob.
- Blob fails his attack on Robin.
- Blob kills Robin.
- Batman engages Blob and gives him a wound.
- Blob kills Batman.
- Batman loses a turn.
- Blob engages Joker and Harley and attacks Harley but she Maneuvers it.
- Batman loses a turn.
- Blob hits Joker for 2 wounds.
- Joker fails his normal attack, then Harley throws her Bomb at Blob and kills Blob, Harley, and Joker!
No one wins. Great fun and highly competitive. The Outcasts were definitely intimidating with Living Flame, Engulf, Stuck, Caustic Phlegm, Tongue Lash, and of course, the Earthquake SA.
- Army Test/ Does it pass?YES, 145 is perfect IMO
Map: The Heat
Units: Avalanche, Blob, Pyro, Toad, Mystique, and Magneto VS Professor X, Cyclops, Iceman, Beast, Angel, and Jean Grey
Spoiler Alert!
- Professor X gets Cyclops advances and so does Jean, and Jean fails to throw Cyclops.
- Avalanche advances and attacks Blob and Toad with his SA and they block it, then the Outcasts advance.
- Cyclops takes height and hits Avalanche with 2 wounds, then Jean advances and throws Cyclops across the lava behind some rocks and out of range of the oncoming Outcasts.
- Avalanche attacks with his SA and Jean, Blob, Toad, and Pyro all block it. Then the Outcasts advance.
- Cyclops lines up a SA on Avalanche and Blob and hits Ava for 1 wound. Then Jean advances on height and fails to throw Toad in lava, then attacks him for 1 wound.
- Ava attacks with his SA and everyone defends it with ease, then Blob engages (stuck) Jean on same height, Pyro also engages Jean, but Toad gets stoped by Jean's Grip.
- Cyclops lines up his SA on Pyro and Ava, but misses. Jean throws Pyro in the lava for death, then attacks Blob but fails.
- Pyro loses a turn.
- Jean fails her throw on Ava, then fails her attack on Blob. Cyclops lines up his SA on Blob and Toad, but fails.
- Blob fails his attack on Jean.
- Beast advances, Jean fails her throw of Toad.
- Blob fails his attack on Jean.
- Ava advances and fails his attack on Blob, Toad, Jean, and Beast, then Toad advances.
- Beast leaps and engages Toad and Ava, and kills Ava but misses Toad. Jean fails her throw on Toad and fails her attack on Blob.
- Ava loses a turn.
- Jean throws Toad in the lava for death and he rolls a 20!!!!, but fails her attack on Blob. Cyclops fails his attack on Blob.
- Blob hits Jean for 3 wounds.
- Iceman advances and misses Blob. Cyclops advances and misses Blob. Blob takes a wound for lava damage.
- Toad leaps up and then tongue lashes Iceman in the lava for death, then spits his SA at Cyclops for 1 wound.
- Cyclops engages Blob but cannot damage him. Beast engages Blob but cannot damage him. (they did this to avoid Magneto and Toad throwing them, because they are "safe" if they are Stuck)
- Blob fails his attack on Jean.
- Beast Negotiates the X marker off of Blob's card, Cyclops fails his attack on Blob.
- Blob fails his attack on Jean.
- Beast hits Blob for one wound, then Cyclops fails to do so.
- Toad attempts to Tongue Lash Professor X, but fails, then he hits him with his SA for 2 wounds.
- Cylops lines up a SA on Blob and Toad and hits Toad for a wound, then Professor X hits Toad for a wound with his own SA.
- Toad fails his Tongue Lash on Professor X again, but rolls 4 skulls on his SA, so Professor uses his X Defense.
- Cyclops kills Toad, and Beast fails his attack on Blob.
- Toad loses a turn.
- Cylops gives Blob 2 wounds (now one away from death) and Beast fails his attack. Jean and Blob both die to Lava Field damage.
- Mystique advances and hits Beast for one wound.
- Professor gets Angel to advance him, and Cyclops hits Mystique with his SA for 3 wounds.
- Mystique advances and hits Cyclops for one wound.
- Beast engages Mystique and takes a wound from her Engagement Strike, then Cyclops attempts to hit Magneto from height, but he fails.
- Mystique loses a turn.
- Beast advances on Magneto and so does Cyclops only he attacks and fails.
- Magneto drops the shield and engages Beast, throws him in lava, Beast dies, and tries to throw Cyclops, but fails.
- Angel carries Professor X up, and Cyclops hits Magneto for one wound.
- Magneto throws Cyclops in the lava for death, then fails to do the same for Professor X.
- Angel advances and engages Magneto with Professor X and attacks but fails.
- Magneto throws Professor X in the lava for death, then fails to throw Angel.
- Professor X loses a turn.
- Angel attacks and hits Magneto for one wound.
- Magneto throws Angel into the lava for the win.
Great looking tests Griff and look like loads of fun. Though it's fortunate that none of the Outcasts took wounds when Avalanche attacked them, especially Toad and Pyro getting their defense reduced to 3 never taking wounds. But it's a creative if not risky means of moving them along.
Yeah, the attack being only a 3 means it's going to be, as Griff told me on the phone, more area affecting than damaging ... sounds like he's everything I wanted him to be, though - a synergy guy to really tie the Brotherhood together without spelling out that they're all the Brotherhood on their cards.
Yeah, I guess there is still a chance of taking wounds with that tactic, but the risk can be worth it. If you run into a lot of bad die rolling defensively, that tactic might be the best all the time. But Griff had good die luck for the Outcasts, so things went swimmingly.
But like you said, he seems to be working out as you envisioned him way back when. Quite the visionary you are
Thank you, thank you. Factions have kind of been my "baby" when it comes to this project. I'm really digging how we've developed so many without falling into any singular templates for them. We've really managed to work them in so many different, interesting ways, while still keeping army builds very flexible and open, yet allowing all those really iconic team ups we want to work really well.
Insane, Vigilante/Sidekick, Criminal, Adventurer/Scientist (ala Fan Four), Mutant (X-Men), Outcast (Brotherhood), Wrecking Crew, we just keep knocking these out of the ballpark, in my not so humble or objective opinion.
And how could I forget the GL Corps and Sinestro Corps!
Even the JLA have some subtle synergy with Green Arrow/Black Canary and powers like Heroic Duty and Telepathic Directive.