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The Book of Dash Parr

Re: The Book of Dash Parr - Breathing

That kind of makes them a more reliable two figure squad. Even if one of them doesn’t damage, Dash is still a good decoy, and Violet obviously can position herself to take better advantage of the shields. So they might WANT to not deal damage sometimes to get the bonding, while if it’s on wounds it’s just hoping to get lucky with low attacks.
 
Re: The Book of Dash Parr - Breathing

I just want to make sure the Incredibles have a few reasonably consistent sources of damage without requiring Frozone. I could get behind that solution. I think it loses a little bit of theme, but the gameplay benefits could be worth it.

Here's a video btw. By himself, he seems to be able to handle 1 or 2 goons, but struggles with more than that.
[ame="https://www.youtube.com/watch?v=aGdhmqqP_nA&feature=youtu.be"]https://www.youtube.com/watch?v=aGdhmqqP_nA&feature=youtu.be[/ame]
 
Re: The Book of Dash Parr - Breathing

I like the idea of attacking but not wounding causing the bonding. Makes the kids become their own little two man army if needed.
 
Re: The Book of Dash Parr - Breathing

I also prefer seeing the two kids work more like a two figure squad. 3 attack makes sense to me for a 10 year old. Then when they make Incredibles 3 and he's a teenager his card can have an att. of 4, after Incredibles 4 where he's a young man, attack goes up to 5. You all know Disney is going to do it.
 
Re: The Book of Dash Parr - Breathing

Gonna gather my thoughts here and post something up in the morning.
 
Re: The Book of Dash Parr - Breathing

Sounds good. :up: Looking at the Index (Power Pack are also in the 10 age range) and that video reinforces 3 attack over 4 for me.
 
Re: The Book of Dash Parr - Breathing

NAME = DASH PARR

SPECIES = Superhuman
UNIQUENESS = Unique Hero
CLASS = Student
PERSONALITY = Reckless

SIZE/HEIGHT = Medium 4

LIFE = 3

MOVE = 9
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ?


SUPERSPEED
Dash may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Dash, if he did not use his Sibling Rivalry special power this turn, he may move up to an additional 4 spaces.

SIBLING RIVALRY
After revealing an Order Marker on this card and taking a turn with Dash, if he attacked an opponent's figure and did not inflicted any wounds, you may take a turn with a Violet Parr figure you control.

SPEED DODGE 2
When Dash defends against an attack, and you roll at least one blank, Dash takes no damage and may immediately move up to 2 spaces.

This is what I am looking at here. Obviously Violet's Sibling Rivalry will match whatever we decide on here.
 
Re: The Book of Dash Parr - Breathing

Looks good. :up: I think the slight depowering here fits how he's presented in the films. Calculator has him coming up right around 125, but I wouldn't be surprised if he's a little less. I'd probably start with him at 120 to try to get that 250 point sibling block.
 
Re: The Book of Dash Parr - Breathing

I propose we move to initial playtesting here. Wanna be able to work on this guy after Carnage.

COMPETITIVE REVIEW BOARD CHECKLIST
Spoiler Alert!


CONSISTENCY CHECKLIST (SHORT FORM)
Spoiler Alert!
 
Re: The Book of Dash Parr - Breathing

NAME = DASH PARR

SPECIES = Superhuman
UNIQUENESS = Unique Hero
CLASS = Student
PERSONALITY = Reckless

SIZE/HEIGHT = Medium 4

LIFE = 3

MOVE = 9
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ?


SUPERSPEED
Dash may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Dash, if he did not use his Sibling Rivalry special power this turn, he may move up to an additional 4 spaces.

SIBLING RIVALRY
After revealing an Order Marker on this card and taking a turn with Dash, if he attacked an opponent's figure and did not inflicted any wounds, you may take a turn with a Violet Parr figure you control.

SPEED DODGE 2
When Dash defends against an attack, and you roll at least one blank, Dash takes no damage and may immediately move up to 2 spaces.

This is what I am looking at here. Obviously Violet's Sibling Rivalry will match whatever we decide on here.

another option is that if you wanted them to feel more like a squad...cut out the attack part. So early game if he moves and no one's in range she still gets a move.
 
Re: The Book of Dash Parr - VOTE for Initial

That feels less like a Rivalry then.
 
Re: The Book of Dash Parr - VOTE for Initial

That feels less like a Rivalry then.

Hey, all my ideas can't be good...sometimes I have to throw out a few crappers to make sure you all aren't just accepting everything I say. :)
 
Re: The Book of Dash Parr - WAITING for Initial

Any suggestions here for the initial @LordVenoc? Obviously he wants to be tested with Violet and Mister Incredible. And Sibling Rivalry probably wants me to test them against a squad based army.
 
Re: The Book of Dash Parr - WAITING for Initial

Might pair those three in a Captain America build? That way he has OM1 to boost them and they follow up with Sibling Rivalry? They both like defensive boosters.

Martian Manhunter might be nice for them as well to help them move up before trying to go on a Sibling Rivalry run.

Edit: The Order Marker requirement on Sibling Rivalry blocks a lot of the nicer generalist combos, which is probably good.

Flash Jay Garrick and Max Mercury both have Super Speed synergies for him. Kid Flash wouldn't be bad in a build like that either as a tag along to lock people down while Dash works.
 
Re: The Book of Dash Parr - WAITING for Initial

I honestly debated dropping the OM restriction to make it easier for them to work with Elastigirl. But still not set on a direction there so it's hard to justify that. A Captain America army does sound good. :up:
 
Re: The Book of Dash Parr - WAITING for Initial

I'd echo the Speedster Army. You can get Dash, Violet, Blue Barry, Jay, and Wally Flash all for 1050. You can swap Wally for Max there, but I think the oomph from Wally's Infinite Mass Punch will be more important there (that and the Auto wounds), and Blue Barry can protect and heal Violet as she keeps defenses beefy.

If you do a Cap game, I'd run it with Hawkeye 3 as well. These two seem prime for Hawkeye to go instead of on their bonus turns as he can bypass defensive powers.

Definitely on the Squad foe at least once, I'd say no stat boosters on that one. Can give you a better feel on the no wounds vs wounds question that seemed to come up earlier.
 
Re: The Book of Dash Parr - WAITING for Initial

With them only having a lower attack of 3 each, I'd drop the OM reveal requirement on their card. Makes them function more like a sidekick/back-up role where someone with an OM is leading the charge and they can try to help out when appropriate. Would just need to then add something in to prevent them from bouncing back and forth between each other until one of them scores a hit.
 
Re: The Book of Dash Parr - WAITING for Initial

Nebula said:
THIS IS HOW IT'S DONE
After revealing an Order Marker on any other Army Card you control and only taking a turn with that card, if an opponent's figure was attacked and did not receive any wounds, immediately take a turn with Nebula. During this turn, Nebula can only target figures that were previously targeted for an attack and did not receive any wounds during your player turn. After using this special power, you may not take a turn with any other figures.

Hmm, I THINK Nebula's power text prevents stacking with how she is set up, but probably worth aping some of her language here as well to prevent this from being stackable.

Without the Order Marker requirement you immediately want turn bonders, like Ms. Marvel, etc.
 
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