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The Book of Captain Boomerang (George Harkness)

A3n

"Let's Nut this Unit Out!"
Site Supporter
The Book of Captain Boomerang (George "Digger" Harkness)

C3G DC WAVE 10
TERRIFYING TEAM-UPS

C3G_CaptainBoomerang_comic.png


C3G_CaptainBoomerang_mini.png


The figure used for this unit is a Heroclix figure from the Justice League set.
Its model number and name are #026 / Captain Boomerang.
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Character Bio - The illegitimate son of an American soldier and an Australian woman, Harkness was raised in poverty, during which time he developed great skill in making boomerangs, and in using them as weapons. As a young adult, he was hired as a performer and boomerang promoter by a toy company which was, unbeknownst to him, owned by his biological father. Audiences ridiculed him, and a resentful Harkness turned to using his boomerangs for crime. He originally became Captain Boomerang as a mascot for a Toy Company.

Although he lacked any actual superhuman abilities, he became a recurring enemy of the Flash, typically by devising altered boomerangs which could produce astonishing effects (some would explode, others had razor-sharp edges, etc.), and using them ruthlessly. He became a staple member of the Rogues, a group of villains dedicated to opposing Flash, and who were first organized after Gorilla Grodd broke them out of jail.
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-Rulings and Clarifications-
  • Q: Suppose Captain Boomerang attacks Spider-Man with his Razor Boomerang Special Attack, and Spider-Man avoids it with Spidey-Senses 9 and moves away to a position up to 2 spaces from his original position. Could you choose Spider-Man as one of the 3 figures, even though he was the defender in the attack?
    A: Yes. When you choose the 3 figures, remember to select the figures based on the defending figure's original placement, and not based on the current position of the defender. So the defender can be one of the figures, provided he remains within 2 spaces of his original placement. You may even select the defending figure if it doesn’t move.
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
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-Immunities, Benefits, and Weaknesses-

Immunities:
  • N/A
Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-
  • Initial playtest: IAmBatman
  • Second playtest: Margloth (90 points)
  • Third playtest: Hahma (90 points)
  • Mini photos by A3n
  • Art by A3n
 
Last edited by a moderator:
Re: Captain Boomerang - Design Phase

NAME = CAPTAIN BOOMERANG
SECRET IDENTITY = GEORGE "DIGGER" HARKNESS

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = BELLIGERENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 3

POINTS = 90


GRAVITY BOOMERANG
Before moving choose a figure within 5 clear sight spaces of Captain Boomerang. Roll the 20-sided die. If you roll 1-11, nothing happens. If you roll 12 or higher, the chosen figure cannot move or be moved this turn. If an opponent rolls the 20-sided die for the chosen figure this turn, you may subtract 3 from the roll.

RAZOR BOOMERANG SPECIAL ATTACK
Range 4. Attack 3.
After attacking with this special attack, you may choose up to 3 figures within 2 spaces of the original placement of the defending figure that are in clear sight of Captain Boomerang. Roll the 20-sided die once for each figure. If you roll 17 or higher, the chosen figure receives one wound.

RETURNING BOOMERANG
If Captain Boomerang does not inflict one or more wounds when attacking an opponent's non-adjacent figure with his normal attack, he may attack that figure one additional time with his normal attack, even if he is engaged during the additional attack.
 
Re: Captain Boomerang - Design Phase

Ok, so that Human Boomerang is obviously the one that I was saying needs the work. Although the mechanics are simply Flying with Knockback, but when joined it makes for one wordy power & as such is 4 words too many for what we deemed the smallest text (ala Dr Doom).
 
Re: Captain Boomerang - Design Phase

Human Boomerang! :shock: Holy crap Spidey....I mean A3n:p

I don't have time at the moment to attempt a re-write, but I'm thinking perhaps you can uses Sabretooth's Devastating Pounce as a rough template and adjust to fit what you need. Basically his has after move, but you can just say instead of moving normally (kind of like you did) and then go with the similar wording that says Cap Boom has to be able to be places on an adjacent empty space etc. and go from there with knockback etc. Somehow figure out how to convert it from a special attack to special power.

Anyway, looks good otherwise. Gotta go.
 
Re: Captain Boomerang - Design Phase

Don't use Sabertooth, as he needs some cleaning up himself, I have just been putting it off.

I like the design A3n, and I like what you are doing with Human boomerang. Other than some needed editing to your wordage on the two special powers, the only issues I am really having with the design right now is the special attack. Essentially, the second bullet can do what the first can, it is just a touch more flexible in choosing figures that are not adjacent to each other, and because the first is a splash affect, it has the potential to reach indirect figures from a range of 6. Those two are just too similar IMO. What if we made it so that the first bullet stays as is, the second bullet lets you attack one additional time, and a third bullet lets you target a figure that is not in clear sight?

ARSENAL OF BOOMERANGS SPECIAL ATTACK
Range 5. Attack 3.

After moving, you may:
* Choose a figure to attack and all figures adjacent to the chosen figure are affected. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Captain Boomerang can be affected.
* Choose a figure to attack with this special attack. After attacking with this special attack, you may attack one additional time.
* Choose a figure to attack. Captain Boomerang does not need clear line of sight.
 
Re: Captain Boomerang - Design Phase

Honestly, the special attack doesn't really feel very special to me ... call me crazy, but I'd sooo much rather see the Returning Boomerang power on Boomerang repeated here than the special attack. I believe such a change would also save you a line or two.
For Human Boomerang, is the knockback aspect essential? If you really want to trim lines, you can always do it as an instead of moving and attacking normally type of special attack where he flies into someone and then attacks.
 
Re: Captain Boomerang - Design Phase

The SA was really to represent his 2 mainly used boomerangs; the explosive boomerang, & the razor boomerang. The explosive one as you guess give the spash damage, but the razor flies past a number of targets & slices them hence rolling separate attack for each.
 
Re: Captain Boomerang - Design Phase

Sure ... but I think that Returning Boomerang represents the feel of a Boomerang so well that it'd be a shame for it not to make the card. The Human Boomerang power will still make this guy very different than Marvel's Boomerang, but it really seems like the two should have a common link, and what power better than that? Also, I like the way that power interacts with Flash as well as how it interacts with Spidey ... if I'm alone in endorsing this one and you're just not feeling it, ignore me, but I want to at least make my case, because I think it's an awesome fit on this card (and a space saver!).
 
Re: Captain Boomerang - Design Phase

I prefer using Returning Boomerang and boosting his attack to 4.
 
Re: Captain Boomerang - Design Phase

Sure ... but I think that Returning Boomerang represents the feel of a Boomerang so well that it'd be a shame for it not to make the card. The Human Boomerang power will still make this guy very different than Marvel's Boomerang, but it really seems like the two should have a common link, and what power better than that? Also, I like the way that power interacts with Flash as well as how it interacts with Spidey ... if I'm alone in endorsing this one and you're just not feeling it, ignore me, but I want to at least make my case, because I think it's an awesome fit on this card (and a space saver!).

I like the power & the way it sells the boomerang power, but Captain Boomerang fights Flash all the time & is used to him moving so the part in the power where it says if the figure is in the same position is kind of a theme break for CB.

RETURNING BOOMERANG
If Boomerang does not inflict at least 1 wound when attacking a non-adjacent enemy figure with his normal attack, you may attack that figure one additional time with Boomerang's normal attack as long as the targeted figure remains in its original position.

This kind of creates a negative interaction with Flash than what CB would have. I know my SA don't interact with Flash but they don't work as much in his favour as this would over other units.

If we wanted to exclude that bit for CB then I would be all for it.

Cheers
 
Re: Captain Boomerang - Design Phase

A3N, whats the thematic basis for Human Boomerang? Digger Harkness can't fly.
 
Re: Captain Boomerang - Design Phase

A3N, whats the thematic basis for Human Boomerang? Digger Harkness can't fly.

He throws himself like a boomerang providing limited flight so whilst it's not flying it is similar hence the 4 space & the 10 level limitations. He used it to knock out Flash at least once.
 
Re: Captain Boomerang - Design Phase

He can throw himself up onto a warehouse? Is he actually flying somehow for a limited bit or is he just running and jumping at people? If he's throwing himself from 10 levels at a lower figure and misses, would he be risking a wound from falling damage?

Sorry for all the questions, I'm just trying to visualize him being able to "throw" himself to fly in this manner unless he has some kind of superhuman power or jetpack/belt/boots that aids him in this.

I did see him in a Justice League cartoon one time send out a remote control giant boomerang after Flash and when it hit him it locked Flash's wrists to it and took him for a ride before trying to crash.
 
Re: Captain Boomerang - Design Phase

I agree with A3n that Returning Boomerang as it is on Boomerang's card is not a good fit for this character. However, if the "movement" issue were removed, I could get with it too.

A3n, did you not like my special attack suggestions?
 
Re: Captain Boomerang - Design Phase

I was trying to work a similar issue of 'limited flight' for Whirlwind.

I'm still 100% sure it's going to work for his design because of another issue, but I thought I'd mention it here to see if it generates some ideas you could use.

MOVE = 4

WHIRLWIND SPEED
If Whirlwind does not use the Flying special power this turn, he may move 3 additional spaces. Whirlwind may move through all figures and never takes leaving engagement attacks.

FLYING SYMBOL

Giving him a low base movement of 4 along with the flying special power allows you to save all the text that would be need for movement rules, and then conditionally give him some extra movement if he doesn't use flying.
 
Re: Captain Boomerang - Design Phase

I like the power & the way it sells the boomerang power, but Captain Boomerang fights Flash all the time & is used to him moving so the part in the power where it says if the figure is in the same position is kind of a theme break for CB.

RETURNING BOOMERANG
If Boomerang does not inflict at least 1 wound when attacking a non-adjacent enemy figure with his normal attack, you may attack that figure one additional time with Boomerang's normal attack as long as the targeted figure remains in its original position.

This kind of creates a negative interaction with Flash than what CB would have. I know my SA don't interact with Flash but they don't work as much in his favour as this would over other units.

If we wanted to exclude that bit for CB then I would be all for it.

Cheers

I was honestly wondering why we had that particular line in the power. I see no reason why we can't remove if from both designs. :shrug: It's a separate attack, I think these guys are used to fighting enough to know that you have to look before you attack.
 
Re: Captain Boomerang - Design Phase

I like the power & the way it sells the boomerang power, but Captain Boomerang fights Flash all the time & is used to him moving so the part in the power where it says if the figure is in the same position is kind of a theme break for CB.

RETURNING BOOMERANG
If Boomerang does not inflict at least 1 wound when attacking a non-adjacent enemy figure with his normal attack, you may attack that figure one additional time with Boomerang's normal attack as long as the targeted figure remains in its original position.
This kind of creates a negative interaction with Flash than what CB would have. I know my SA don't interact with Flash but they don't work as much in his favour as this would over other units.

If we wanted to exclude that bit for CB then I would be all for it.

Cheers

I was honestly wondering why we had that particular line in the power. I see no reason why we can't remove if from both designs. :shrug: It's a separate attack, I think these guys are used to fighting enough to know that you have to look before you attack.
Because of move powers I assume. Like Boomerang shoots at Angel. Angel defends and takes no damage, then flies 6 spaces and lands on a Boombtube. The Boomtube sends him 10 spaces away. Angel is now 16 spaces away from where he was, then the boomerang hits him again.... I am assuming it is for things like that. :reapershrug:
 
Re: Captain Boomerang - Design Phase

I thought the theme was the Boomerang coming back the same way it left. The trajectory is the same, so he can't change it to go in a different direction after it's left his hand. Not truly a second attack, but a second chance to hit the figure with the same boomerang.
 
Re: Captain Boomerang - Design Phase

I thought the theme was the Boomerang coming back the same way it left. The trajectory is the same, so he can't change it to go in a different direction after it's left his hand. Not truly a second attack, but a second chance to hit the figure with the same boomerang.

That's the theme behind it GP alright. I mean I thought it was understood that was the theme and the intent. The boomerang misses the target and has a chance to hit it again on it's way back to the thrower. So obviously if the targeted figure had moved as a result of the initial attack, it's not in the path of the boomerang on it's way back to the thrower. It's not a smart bomb boomerang that follows targets wherever it goes. Nightcrawler could teleport 20 levels down and on the other side of a castle wall after the first boomerang comes at him, so there is no way the boomerang should be able to hit him on its way back to the thrower.

I thought it was a cool theme and mechanic that was simple and fun that added to the value of figures that can avoid attacks and move, as well as keep Boomerang's (in the case RB power is currently on) cost down. It's really a no-brainer part of the power IMO.
 
Re: Captain Boomerang - Design Phase

I thought the theme was the Boomerang coming back the same way it left. The trajectory is the same, so he can't change it to go in a different direction after it's left his hand. Not truly a second attack, but a second chance to hit the figure with the same boomerang.

That's the theme behind it GP alright. I mean I thought it was understood that was the theme and the intent. The boomerang misses the target and has a chance to hit it again on it's way back to the thrower. So obviously if the targeted figure had moved as a result of the initial attack, it's not in the path of the boomerang on it's way back to the thrower. It's not a smart bomb boomerang that follows targets wherever it goes. Nightcrawler could teleport 20 levels down and on the other side of a castle wall after the first boomerang comes at him, so there is no way the boomerang should be able to hit him on its way back to the thrower.

I thought it was a cool theme and mechanic that was simple and fun that added to the value of figures that can avoid attacks and move, as well as keep Boomerang's (in the case RB power is currently on) cost down. It's really a no-brainer part of the power IMO.

I totally got all this theme behind it and agree with it and I think it wholly applies here as well. Any argument you can make about Cap'n Boomerang knowing how to fight Flash you could make about Boomerang knowing how to fight Spidey. It goes both ways, though, and Spidey/Flash usually win those matches, so I'm confident that Spidey/Flash are better at countering the boomerang throwers than they are at countering Spidey/Flash.
I think the power makes a ton of sense, as is, for both designs (not to mention the mechanical issues with removing that line that Griff pointed out). But, really, it's that line that helps sell the theme of the boomerang and make it feel really fun and "boomerangy" to me.
 
Re: Captain Boomerang - Design Phase

I think the theme comes off clear as well. I was just a tad unsure on why the "if the figure is in the location" line was there, so I took my best stab at understanding why the line was added.
 
Re: Captain Boomerang - Design Phase

RETURNING BOOMERANG
If Boomerang does not inflict at least 1 wound when attacking a non-adjacent enemy figure with his normal attack, you may attack that figure one additional time with Boomerang's normal attack as long as the targeted figure remains in its original position.

I think you could get the same theme by changing that last phrase to "if possible". That was Flash and Spider-Man could still avoid the attack because these guys have a limited range and have to attack a non-adjacent opponent for this to even trigger. :shrug: I really prefer using this same power of both these guys and if we change that last part to if possible, it still gives Spider-Man and Flash a good counter to the power.
 
Re: Captain Boomerang - Design Phase

RETURNING BOOMERANG
If Boomerang does not inflict at least 1 wound when attacking a non-adjacent enemy figure with his normal attack, you may attack that figure one additional time with Boomerang's normal attack as long as the targeted figure remains in its original position.
I think you could get the same theme by changing that last phrase to "if possible". That was Flash and Spider-Man could still avoid the attack because these guys have a limited range and have to attack a non-adjacent opponent for this to even trigger. :shrug: I really prefer using this same power of both these guys and if we change that last part to if possible, it still gives Spider-Man and Flash a good counter to the power.

So with this change, Spidey, Flash, Nightcrawler etc. could still get attacked a second time unless they move out of range or LOS of the thrower. Thus Spidey can still be in range but could have leaped up 20 levels, and the same boomerang is going to follow him up there? It's the same boomerang that was thrown originally, so it's not like he's throwing a second boomerang because he missed the first time.

I'm up for whatever the majority wants, but this kind of breaks the theme for me by being "smart" boomerangs. It will also likely add to the cost of these units by being able to manipulate where figures with special defenses move if they avoid the original attack. The intention of the original wording was to help keep cost down on these low-level units but more importantly add a premium to special defenses the way knockback and throwable DO rules helps add to the Super Strength power.

If people want these boomerang tossers to be counters to the likes of Spidey and Flash, then I guess the "if possible" line would help that.
 
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