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The Book of Elite League Assassins

IAmBatman

Champ of C3G Con 2020, 2024, and mindless posting
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The Book of Elite League Assassins

C3G DC WAVE 12
LEGENDS OF THE DARK KNIGHT

C3G_EliteLeagueAssassins_comic.png


Comic PDF


The figure used for this unit is a Heroclix figure from the Brave and the Bold set.
Its model number and name are #011 / League Elite.

The figure used for this unit is a Heroclix figure from the Brave and the Bold set.
Its model number and name are #004 / League Assassin.

The figure used for this unit is a Heroclix figure from the Brave and the Bold set.
Its model number and name are #026 / The Sensei.

_________________________________________________________________
Character Bio - "The League of Assassins was founded by Ra's al Ghul (exactly when is unknown) to be "the fang that protects the head" (Batgirl #67, 2005). Members of the League demonstrated willingness to die at a word from Ra's. They have included some of the most dangerous assassins in the world including Lady Shiva, David Cain, and Merlyn. For much of its current history, any member who failed in an assassination was in turn targeted by the League. Indeed, one of its best-known members, the master-archer Merlyn, was eventually forced to flee from the League, fearing for his life, having failed to assassinate Batman. In more recent years, this policy has apparently relaxed somewhat" (wikipedia, 2011).
_________________________________________________________________


-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • A previously destroyed Elite League Assassin may be replaced by a League Assassin due to its Trial By Blood special power.
Immunities, Benefits, and Weaknesses:
  • N/A
_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-
 
Last edited by a moderator:
Re: The Book of Elite League Assassins - Design Phase

NAME = ELITE LEAGUE ASSASSINS


SPECIES = HUMAN
UNIQUENESS = UNIQUE SQUAD (3)
CLASS = ASSASSINS
PERSONALITY = MERCILESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 4

POINTS = 150


PHANTOM WALK
Elite League Assassins can move through all figures and are never attacked when leaving an engagement.

DEADLY STRIKE
When attacking with Elite League Assassins, each skull rolled counts as one additional hit.

VANISH 11
If an Elite League Assassin is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-10, roll defense dice normally. If you roll 11 or higher, that Elite League Assassin takes no damage and may immediately move up to 4 spaces. Elite League Assassins can only vanish if they end their vanishing move not adjacent to any enemy figures.
 
Re: The Book of Elite League Assassins - Design Phase

Nice. :) 3 existing powers combined into one cool squad. Although I think it will be a tough decision to lose one of these guys to Ra's Al Guhl's power. I'd much rather sacrifice a cheaper Hand Ninja.
 
Re: The Book of Elite League Assassins - Design Phase

Vanish 9 with a much higher defense than Isamu. These guys should cost more than 10 points a piece. :)

Love the reuse of 3 more simple powers here that really have a thematic ring to them. I also like how our first two designs with Deadly Strike/Shot will be in the same wave.
 
Re: The Book of Elite League Assassins - Design Phase

Yeah, I think it'll be a really fun, thematic power set. :) Not very original on their own, but combined and with the built in synergies, I think they'll play as very original. Hand Ninja x2 = 170, so if both these unique squads go to 130, we can have a 600 point army core to add unique heroes to (like maybe Ra's at 200 points, Talia at 110 points, and Ubu at 90 points if I can get him there ... he's number 3 on my current draft list).
 
Re: The Book of Elite League Assassins - Design Phase

Yeah, I think it'll be a really fun, thematic power set. :) Not very original on their own, but combined and with the built in synergies, I think they'll play as very original. Hand Ninja x2 = 170, so if both these unique squads go to 130, we can have a 600 point army core to add unique heroes to (like maybe Ra's at 200 points, Talia at 110 points, and Ubu at 90 points if I can get him there ... he's number 3 on my current draft list).

130+170 = 600? :confused:

300 point core is great. Add in Boomerang for some air support and Bullseye and Elektra for some fun. :D

Great stuff, yet again. No wonder you made mention of re-using existing powers in the CBC thread. :D Hey, if the different combos work, then they work.
 
Re: The Book of Elite League Assassins - Design Phase

What I meant was Elite League Assassins (130) + Man-Bat Assassins (130) + Hand Ninja x4 (340) = 600
 
Re: The Book of Elite League Assassins - Design Phase

1330544-l_of_s_002.jpg



269400-90474-league-of-assassins.jpg
 
Re: The Book of Elite League Assassins - Design Phase

VANISH 9
If an Elite League Assassin is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, the that Elite League Assassin takes no damage and may immediately move up to 4 spaces. Elite League Assassins can only vanish if they end their vanishing move not adjacent to any enemy figures.

pre-editing :wink:
 
Re: The Book of Elite League Assassins - Design Phase

I just went ahead and updated that one since it doesn't affect the mechanics and I didn't want to forget. Thanks, Sir G! :)
 
Re: The Book of Elite League Assassins - Design Phase

Thanks, Spidey. :)
 
Re: The Book of Elite League Assassins - Design Phase

Yep, I like them as is.
 
Re: The Book of Elite League Assassins - Design Phase

ERB sent.
 
Re: The Book of Elite League Assassins - Design Phase

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT (ELITE LEAGUE ASSASSINS)

- 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 though a point boost is likely in order based soley on bonding with Hand Ninja.

- 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 Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 130-140
- Give a brief overview. Elite League Assassins performed as I would expect most squads in their range to against unique heroes.
Units: Elite League Assassins vs. Pyro (120)
All three kills were on successful Engulf rolls.
Who won and how many wounds did they have? Pyro with 3 wounds wins Turn 1 Round 3.

TEST 2
Map: Custom
Units: Elite League Assassins vs. Pyro (120)
Pyro hit his first three Engulf rolls for 100% success on them.
Who won and how many wounds did they have? Pyro with 3 wounds wins Turn 1 Round 2.

TEST 3
Map: Custom
Units: Elite League Assassins vs. Batgirl (130)
All of Batgirl’s kills were with Defensive Premonition.
Who won and how many wounds did they have? Batgirl with 1 wound wins Turn 1 Round 2.

TEST 4
Map: Custom
Units: Elite League Assassins vs. Batgirl (130)
Two of Batgirl’s kills here were with Defensive Premonition.
Who won and how many wounds did they have? Batgirl with Full Life wins Turn 2 Round 2.

TEST 5
Map: Custom
Units: Elite League Assassins vs. Boomerang (130)
Boomerang can’t handle the Assassins in melee.
Who won and how many wounds did they have? Elite League Assassins with 2 figures left win Turn 2 Round 2.

TEST 6
Map: Custom
Units: Elite League Assassins vs. Boomerang (130)
Total domination here, thanks in part to poor Screaming Boomerang rolls from Boomerang.
Who won and how many wounds did they have? Elite League Assassins with all 3 alive win Turn 2 Round 2.

TEST 7
Map: Custom
Units: Elite League Assassins vs. Harley Quinn (130)
Harley managed to target all 3 Assassins with her bomb, but they all vanished. It was downhill for her after that.
Who won and how many wounds did they have? Elite League Assassins with 2 figures win Turn 3 Round 2.

TEST 8
Map: Custom
Units: Elite League Assassins vs. Harley Quinn (130)
Harley dodged a number of attacks, but the Assassins only needed to hit her once to finish her off.
Who won and how many wounds did they have? Elite League Assassins with 2 figures win Turn 3 Round 2.

TEST 9
Map: Custom
Units: Elite League Assassins vs. Mirror Master (130)
Mirror Master fell in one hit after several successful uses of Mirror Mirage.
Who won and how many wounds did they have? Elite League Assassins with 2 figures win Turn 1 Round 2.

TEST 10
Map: Custom
Units: Elite League Assassins vs. Mirror Master (130)
Mirror Mirage failed Mirror Master here.
Who won and how many wounds did they have? Elite League Assassins with 2 figures with Turn 2 Round 1.
[/spoiler]
_____________________________________________________________​


Squad Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 110?
- Give a brief overview. This was one-sided in favor of the Hired Guns.
Map: Custom
Units: Elite League Assassins vs. Hired Guns (130)
Spoiler Alert!

_____________________________________________________________​


Squad Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 130-135
- Give a brief overview. Elite League Assassins redeemed themselves here.
Map: Custom
Units: Elite League Assassins vs. Gorilla City Warriors (125)
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 150?
- Give a brief overview. An all mid-level hero team versus a unique squad bonding with a common squad was outmatched here.
Map: Custom
Units: Hand Ninja x2 (170), Elite League Assassins (130), Ra’s al Ghul (200) (500) vs. Batman (200), Oracle (110), Alfred (60), Batgirl (130) (500)
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 150?
- Give a brief overview. Bonding with the Hand Ninja is so powerful.
Map: Custom
Units: Hand Ninja x5 (425), Elite League Assassins (130), Boomerang (130), Ra’s al Ghul (200), Talia (110) (995) vs. Green Arrow (130), Green Arrow (150), Black Canary (190), Oracle (110), Beat Cops x2 (130), Commissioner Gordon (90), Robin (120), Speedy (80) (1000)
Spoiler Alert!
 
Re: The Book of Elite League Assassins - Design Phase

Playtest wrapped up. I'm hoping 150 gives them enough cushion to account for how nasty they are when bonding with the Hand. If public tests return strong showings, we can go up further. 24 hours on the clock!
 
Re: The Book of Elite League Assassins - Design Phase

Yeah, it's a super powerful combo. I've bumped them up 20 points for playtesting even though I think 130 holds up when they're not bonding. When they are, though, it's sick!

Thanks for the thoughts! :)

davidlhsl said:
Elite League Assassins

As if assassins aren't deadly enough, here come Elite assassins! I'd actually like to see some mediocre assassins. They stab and they stab and they stab, and they never seem to be able to hit their target. Wasn't Boris Badenov a mediocre assassin? (I'm giving away my age here.)

Ok, time to crank the brain for some ERB!

Phantom Walk/Deadly Strike
Standard abilities. I almost brushed past it, but I've embarrassed myself before when I've tried to rush things. So I checked with Elektra and Omnicron Snipers, just for my own piece of mind. Everything fits, so nothing to see here, folks.

Well, not quite nothing. If an ability is fun to play, you can't just dismiss it. So, nice job!

Vanish 9
Ooo, like Ninjas of the Northern Wind, but this works against Special Attacks as well. Combined with their beefy Defense 5, they should be pretty tough to take down.

Final Thoughts
I've been having insane luck playing with the Hand Ninjas, and you're giving me more wicked ammo for them. Kingpin's already awesome arsenal is also getting some loving. I've also checked both Kingpin and Hand Ninja, and there won't be any bonding chain from the duo, as Kingpin can't give a bonding turn to the Hand Ninjas.

Fantastic stuff!
 
Re: The Book of Elite League Assassins - Design Phase

With their bonding with the Hand Ninja, I don't find they have much trouble getting where they need to go! In fact, these guys being slow but deadly gives you your best shot at survival, since if you don't take them down before they get to melee, they make you pay.
The higher defense is meant to represent them being some of the best fighters in the world - the elite of Ra's al Ghul's League of Assassins.

Thanks for the feedback! :)
Bats

Porkins said:
Really interesting...a squad of Isamus. Defense seems high for a squad with Vanish, as well as for a squad of non-super powered people. I guess they are sneaky, difficult to see. Cost is probably about right. Would be nice if they had a move bump up to 6 to help them get into position (Isamu has Move 6).




IAmBatman said:
Hey guys! :smile: Look forward to seeing your comments.

Thanks so much!
Bats

NAME = ELITE LEAGUE ASSASSINS (3 figures)
SECRET IDENTITY = N/A

SPECIES = HUMAN
UNIQUENESS = UNIQUE SQUAD
CLASS = ASSASSIN
PERSONALITY = MERCILESS
SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 5

POINTS = 130?

PHANTOM WALK
Elite League Assassins can move through all figures and are never attacked when leaving an engagement.

DEADLY STRIKE
When attacking with Elite League Assassins, all skulls rolled count for one additional hit.

VANISH 9
If an Elite League Assassin is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, that Elite League Assassin takes no damage and may immediately move up to 4 spaces. Elite League Assassins can only vanish if they end their vanishing move not adjacent to any enemy figures.
 
Re: The Book of Elite League Assassins - Design Phase

Pre-Yea for playtesting
 
Re: The Book of Elite League Assassins - Design Phase

Man, don't have the energy to wait up until 1:30 to propose these ... but if Sir G and A3n pre-yea tonight, I'll make sure to propose and move them on tomorrow morning. :) Goodnight, guys!
 
Re: The Book of Elite League Assassins - Design Phase

pre-yea
 
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