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Nope, just an oversight. I realized the same thing this morning when I woke up too. "yawn, oh wait, Brainiac can't pick up that glyph again". But it wouldn't have altered anything since he didn't really use it well before getting creamed by Superman. Though he wouldn't have chased it either. But after 5 Army Tests and one mistake, I am very very confident in this design.
I had Brainiac on the brain all night while I was asleep. I dreamed that I was fighting along side the JLA against Brainiac, and I was some type of immortal that survived through the centuries to continue to battle Brainiac over and over again. Weird hunh?
Who pmed? That's annoying. Don't do that, guys. We've got an awesome track record of getting to voting around here. Let's have some trust in each other and some patience.
Wow, you really had a lot of varying results. Thanks.
Margloth said:
Real quick, a couple of comments in red:
Spoiler Alert!
Griffin said:
BRAINIAC VRILL DOX
COLUAN EVENT HERO CONQUEROR CALCULATING MEDIUM 5
LIFE = 12 MOVE = 6 RANGE = 4 ATTACK = 6 DEFENSE = 6 POINTS = 800
MINIATURIZED COLLECTION
Start the game with the Glyph of Shrinking Ray Gun on this card. Brainiac cannot lose this Equipment Glyph by any means unless he is destroyed. After moving and before attacking, you may choose a Tiny Unique Hero within 4 clear sight spaces and roll the 20-sided die. If you roll 18 or higher, place the figure on this card.
TELEPATHIC MANIPULATION
When an Order marker is revealed on any other Army Card in play, you may immediately choose a figure from that Army Card that does not have the Mental Shield special power. Roll the 20-sided die. If you roll 7 or higher, you may inflict a wound on a figure adjacent to the chosen figure. Should he be able to Manipulate Event Heroes? They don't necessarily have Mental Shield, right?
12TH LEVEL INTELLECT
After any normal attack dice, defense dice, or the 20-sided die is rolled for Brainiac or any figure within clear sight of Brainiac, you may immediately remove the X Order Marker from this card and add or subtract a skull, shield, blank, or 1 from that roll. You wouldn't be able to add/remove a skull from a Special Attack, can you?
- 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. Also, I've just gotta brown nose... this is one of those Army Cards you read and just giggle with excitement... a 'gotta play' figure!
- 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. Oh, he's a ton of fun.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. He honestly can be frustrating, but honestly what's going on is so crazy it's still fun even when you're being frustrated. Also, if his dice really aren't going his way (doesn't happen that often), he's not that tough.
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass... although I'm not sure about his cost. In one test, he got absolutely smoked. In another, he did pretty well but still lost. In the 3rd, he did pretty well and won, but against midlevels.
- 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. Absolutely... Braniac really raises the skill level of play for both players... which seems very thematic.
Army Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 600-700. - Give a brief overview.Dual throws really messed with Braniac, and shrinking didn't do much here. Also, Psychic Defense did a pretty good job of reducing his effectiveness. Also, Magneto v2 is a BEAST!
Map: X Marks The Spot
Units: Braniac (800) vs. Professor X, Magneto v2, Jean Grey (775)
Spoiler Alert!
Round 1: Initiative Braniac.
Braniac moves forward. Professor X is manipulated into punching Jean for a wound, then orders her forward (she lifts Xavier up to higher ground) and Magneto to attack Braniac for 2 wounds. Braniac moves up and fires at Jean, who is saved by Psychic Defense X (does Psychic Defense X prevent Shrinking Gun from being used, since it is used after the figures turn ends? I played that it did.) Jean throws Braniac to low ground without wounding him, then fires at him for a wound. Magneto throws Braniac once for a wound. Braniac engages Prof and Jean and attacks Xavier ineffectively before shrinking Jean. Jean throws Braniac to low ground, wounding him, and whiffs her tiny attack. Magneto throws Braniac twice for 2 wounds.
Round 2: Initiative Mutants.
Jean fires a wound into Braniac, and Magneto fails two throws on him. Braniac chooses not to attack so he can safely shrink Xavier... although he has to use his Intellect to do it. Jean zaps him for another wound, and Magneto throws him twice. Braniac attempts to collect Xavier and fails, and then burns up Psychic Defense X with an attack. Jean fails her throw and her attack... and Magneto fails his first throw... but his second catches Braniac and kills him.
Summary: The only wound Braniac was able to inflict was at the very beginning of the game with Telepathic Manipulation. The Mutants simply had too many answers for Braniac's dastardly deeds.
Army Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 700-800 - Give a brief overview.Braniac is a tricky play with minions. Telepathic Manipulation is a very powerful ability if you can control when it is used... but honestly Braniac prefers to have all the OMs for himself. Still, he was up against some pretty heavy hitters here and stood his ground. Although Black Adam went down in a one-in-a-thousand-games situation.
Map: X Marks the Spot
Units: Braniac, Parademons x5 (1200) vs. Superman, Black Adam, Captain Marvel, Alfred (1200)
Spoiler Alert!
Round 1: Initiative Braniac.
A squad of Parademons moves out. Captain Marvel moves out. Parademons engage Captain Marvel, but both whiff. Marvel kills a Parademon. A parademon swipes Marvel with Telepathic Manipulation, then gets another wound on him with his Weaponry. Marvel kills the parademon. Another parademon moves up. Marvel moves forward and swings at a Parademon, but Braniac's intellect saves him.
Round 2: Initiative Superheroes (Marvel heals a wound.)
Marvel swats a Parademon. Braniac fires 2 wounds into Marvel, then shrinks him. Marvel attacks Braniac but is unable to harm him with his reduced attack. Braniac fails to collect Marvel, but rolls a hefty attack and uses his Intellect to boost it... but Marvel rolls stellar defense and takes no wounds. Marvel gets a wound on Braniac. Parademons get a wound on Marvel with Telepathic Manipulation, but are unable to harm him with their attacks.
Round 3: Initiative Superheroes (Marvel heals a wound).
Marvel puts 2 more wounds on Braniac. Braniac gets a wound on Marvel, but fails to shrink him. Marvel puts 2 more wounds on Braniac. Braniac fails to harm Marvel, and also fails to shrink him. Marvel rolls a decent attack on Braniac, and Braniac uses his Intellect to prevent himself from taking any wounds. Parademons use Telepathic Manipulation to put a wound on Marvel, and inflict another with their Weaponry.
Round 4: Initiative Superheroes. (Marvel heals a wound.)
Marvel fails an attack on Braniac. Braniac uses his intellect to boost his attack, killing Marvel. Black Adam moves out. Braniac moves more into cover amongst the Parademons. Adam fails an attack on a Parademon. Parademons use Telepathic Manipulation to put a wound on Adam, then kill him with an incredibly lucky series of 2 2-skull attacks... both of which Adam whiffs against.
Round 5: Initiative Braniac.
Parademons close ranks around Braniac. Superman moves up. Parademons maneuver a bit more, waiting for Superman's arrival. Superman engages a Parademon and whiffs. The Parademon uses Telepathic Manipulation to get a wound on Supes, and gets another with his Weaponry. Supes kills a Parademon.
Round 6: Initiative Superman.
Superman sees a hole in the Parademon defense and swings at Braniac... but B uses his Intellect to reduce the attack to an insignificant state. Parademons fail to inflict a wound with Telepathic Manipulation, and fail to harm Supes with their attack, either. Supes slams 4 wounds into Braniac. Parademons fail to harm Supes again. Supes gets another massive attack on Braniac and kills him. Parademons get another wound on Supes with their Weaponry.
Round 7: Initiative Superman.
Supes kills a parademon. Parademons fail to harm Supes. Supes fails to kill a parademon. Parademons fail to harm Supes. Supes kills a parademon.
Round 8: Initiative Supes.
Supes fails to kill a parademon. Parademons manage a 4th wound on Supes with their Weaponry. Supes kills a Para. Parademons get another wound with Weaponry. Supes kills another Para. Paras fail to harm Supes.
Round 9: Initiative Supes.
Supes finishes the last 2 Paras, taking no wounds.
Summary: SUperman with 5 wounds, full health Alfred remain.
Army Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 800 was good here. - Give a brief overview.Braniac is punishing against midlevels, especially if he wins initiative and has the ability to 'set the tone' of the round.
Map: X Marks the Spot
Units: Braniac (800) vs. Batman, Catwoman, Robin, Black Canary, Green Arrow (805)
Spoiler Alert!
Round 1: Initiative Braniac.
Braniac moves out Green Arrow moves up, fires an ineffective shot at Braniac. Braniac inflicts 2 wounds on Ollie, then shrinks him. Dinah screams at B to no effect, and Robin whiffs his attack. Braniac fails to Collect Ollie, fails to harm Robin with his attack, and shrinks Dinah. Dinah, unable to climb the curb, is forced to scream at Braniac, inflicting 1 wound (it would have been 2 but for his intellect), and Robin fails his attack.
Round 2: Initiative Braniac.
Braniac inflicts another wound on Ollie and shrinks Dinah again. Dinah whiffs her scream roll, and Robin whiffs his attack. Braniac fails to collect Dinah, kills Ollie, and shrinks Robin. Batman engages Braniac and hits him for 2 wounds. Braniac fails to collect Dinah, puts a wound on Robin, and fails to shrink Batman. Catwoman moves up and lashes at Braniac, who uses his intellect to prevent her from causing any wounds.
Round 3: Initiative Braniac.
Braniac fails to harm Robin and shrinks Batman. Dinah is Manipulated into punching Catwoman, and engages Braniac, tearing into him with a 5 skull fist of fury that inflicts 4 wounds. Braniac uses his intellect to reduce her next attack to 2 skulls, taking no wounds and saving himself more defending. Braniac fails to Collect Batman, kills Robin, and shrinks Dinah. Catwoman is Manipulated into scratching Dinah's back, then whiffs her Whip attack. Braniac fails to Collect Batman, fails to harm Dinah, and shrinks Catwoman. Catwoman scratches another wound into Dinah and fails to harm Braniac with her whip.
Round 4: Initiative Vigilantes.
Dinah punches Batman and fails to harm Braniac. Braniac fails to harm Dinah but does shrink her. Batman fails an attack on B. Braniac fails to collect Dinah, and kills her in a rage, then shrinks Batman. Catwoman rolls another sucky whip attack, failing to harm B. Braniac collects Batman, then uses his Intellect to inflict 2 wounds on Catwoman.
Round 5: Initiative Braniac.
Braniac attacks Catwoman, but she strays away out or range of his Shrink Gun. Catwoman rolls another sucky whip attack. Braniac attacks her again, but again she Stays out of his range. Catwoman finally gets a decent Whip attack, which Braniac uses his Intellect to boost his defense and allow only 1 wound, after which Catwoman whiffs. Braniac attacks again, but again Catwoman strays away. Catwoman fails a whip attack.
Round 6: Initiative Catwoman.
Catwoman whiffs her whip attack. Braniac finally lands an attack, bringing Selina to 6 wounds, then fails to shrink her. Selina slinks away (taking no leaving engagement attack) and fails to harm B with her whip. Braniac lands an attack, and uses his intellect to make it fatal.
- 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. Seems good
- 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. None noticed
- 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. None noticed
- 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. None noticed
- 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. None noticed. I think his Telepathic attack is weak enough with 1 wound not to do severe damage and unbalance game. I'm sure this was talked about, but, I'll add, maybe make his 12th level intelligence able to add +2 or more +3 to D20 roll? Just a suggestion, I noticed when playing against Captain Marvel, who can counter a D20 roll by 2, he could have been negated. This may not be a factor, I thought I'd just add that here.
- FUN TEST/ Consider whether or not the design was fun to play. ABSOLUTELY!
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. ABSOLUTELY!
- DRAFTING TEST/ Consider whether or not this design is worth drafting. YES, duh!
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. YES! The Collection power is a tad hard to hit at 18, but, should be! It actually came in handy in last test and just at the right time.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Yeah, he's got a variety of tricks. Somethings always going off, either his powers or shrink ray!
Army Test - Does it pass, Yes or No? .Yes - What should be the unit's point value? .800 seems accurate - Give a brief overview..Superman Vs Brainiac!
Map: .Mole Hills
Units: .Brainiac VS Superman, Captain Marvel and Kree Scout
Spoiler Alert!
(summary).RD1 Supes is Telepathically Manipulated by Brain and KO's his teammate the Kree Scout. Supes and Brain moves and attacks with a 6-6att. 3W on the Man of Steel! Uses his Shrink Ray and Shrinks Supes. Miniature Supes retreats to gather himself. Brain moves and attacks Captain, 3W him when he rolls a 0-7def. and Shrinks him too. Cap attacks Brain and he uses 12th Level Intelligence and takes 1W. RD2 Brain misses Cap and fails to shrink too. Cap attacks Brain and he uses 12th Level to reduce a skull, and in turn the attack misses, when Brain successfully rolls enough defense. Brain misses his attack on Cap but successfully Shrinks him. Supes misses Brain and Brain in turn misses Supes, he also fails to Collect Cap. RD3 Cap Staminas and heals a wound. He rolls a 1-8att and misses Brain. Brain 1W Supes and Shrinks Cap. Supes 2W Brain. Brain fails to Collect Cap but 1W him, he fails to Shrink Supes. Cap misses and Brain misses Collecting and attack on Supes. RD4 Brain misses Cap, but Shrinks him. Cap attacks and after Brain uses 12th Level to add a shield takes 2W. Brain misses Collecting, misses attack and again fails to Shrink Supes. Supes misses. Brain fails Collecting, misses attack but, Shrinks Supes at end of round. RD5 Brain 5-6att on Cap and 3W him KO!, Cap rolled a 1-8def. Shrinks Supes. Brain fails Collecting, takes a LE strike, which is a miss to gain height advantage, and them misses attack. Supes misses too. This missing goes back and forth till 3rd turn when Supes 2W Brain to end the round. RD6 Brains misses and Shrinks Supes, Supes 2W Brain. Brain deals 1W on Supes. They continue missing thru this round RD7 Supes 2W Brain. Brain misses, but Shrinks Supes. Again, this round is played out missing back and forth. RD8 Brain misses Supes but Shrinks him. Supes 3-7att and Brain 0-7def 3W, KO! Who won and how many wounds did they have?.Superman 5 wounds
Army Test - Does it pass, Yes or No? .Yes - What should be the unit's point value? .800 seems accurate - Give a brief overview..Will Wonder Woman's Lasso ruin Brainiac's plans to conquer the world?
Map: .Mole Hills
Units: .Brainiac VS Wonder Woman, Zauriel and Deathstroke
Spoiler Alert!
(summary).RD1 Brain / Zaur move. Brain 3W Zaur when he uses his 12th Level to take away a shield die. Zaur misses Brain. Brain 3-7att and Zaur 0-6def, 3W KO! WW flys in and Lasso's Brain negating his powers, she misses her attack. RD2 Brain successfully breaks away from WW and 3W her when he uses his 12th Level to negate a shield die. THEN he Shrinks her too.WW Lasso's Brain again, but, again misses her attack. Brain again successfully breaks away and fails to Collect. He 1W WW. Missing Death with his Shrink Ray. WW Lasso's Brain again, but this time 2W him. Brain successfully LE WW AGAIN!, what luck! Fails to Collect. and misses his attack on her. Failing to Shrink Death again. Death misses Brain. RD3 WW Lasso's Brain. rolls a 1-7att and misses. Brain LE successfully AGAIN and hits WW for 2W, KO! Shrinks Deathstroke. Death Quick Shots, misses, and moves away. Brainiac rolls a 18 and Collects Death in a jar, GAME OVER! Who won and how many wounds did they have?.Brainiac 2 wounds
Man, a lot of ups and downs there for sure! What are you thinking, Griff?
Also, I agree with Margloth's comment about specifying "normal" attacks for the skull reduction, just for clarity's sake.
This does not pertain to the vote, only Final Editing once we get there.
Spoiler Alert!
Is it OK to leave the wording for 12th Level Intellect as is, concerning the special attacks being modified issue? It is currently a well stated official rule that Special Attacks are not modified, also, Brainiac's power as is, allows him to alter the result of any attack dice, including a heal power, wound power, leaving engagement attacks (I tested with that and loved it), etc. I think this needs to remain open for Brainiac, and if we need to, clarify in the rules section that it is an official rule that Special Attacks are not modified by other powers, including this one.
12TH LEVEL INTELLECT
After any attack dice, defense dice, or the 20-sided die is rolled for Brainiac or any figure within clear sight of Brainiac, you may immediately remove the X Order Marker from this card and add or subtract a skull, shield, blank, or 1 from that roll.
Special Attacks can't be modified except by the text in that special attack. So 12th Level Intellect should be fine as is, though an FAQ wouldn't hurt for those that need to be reminded.
Hey Griff, it'd be cool if you somehow mentioned in an FAQ that the power alters skulls rolled for any special power, leaving engagement attack, etc. When I first read the text, I assumed it was only for attacks, so it might be something folks overlook easily.