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The figure used for this unit is a Heroclix figure from the Armor Wars set.
Its model number and name are #064-066 / Executioner.
Its model number and name are #210 / Skurge.
_________________________________________________________________ Character Bio - “Skurge was born in Jotunheim, and later became a warrior, gaining the name Executioner after fighting in a war against the Storm giants. Skurge has always had feelings for Amora, the Enchantress, and regularly aids her in various evil schemes to gain control of Asgard. However, the Enchantress only manipulates him, using her charms to keep Skurge under her thrall. Loki, the trickster god, also has used Skurge many times.” (Wikipedia, 2012).
_________________________________________________________________
SPECIES = ETIN
UNIQUENESS = UNIQUE HERO
CLASS = WARRIOR
PERSONALITY = SAVAGE
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 5
RANGE = 1
ATTACK = 8
DEFENSE = 6
POINTS = 370
AXE SLASH TELEPORTATION
After moving and instead of attacking, you may roll 12 combat dice. Place Executioner on any empty space within X spaces of his current location, where X equals the number of skulls rolled. You may choose one figure that was adjacent to Executioner before using this special power and place it on an empty space adjacent to Executioner. Moved figures will not take any leaving engagement attacks. If a figure other than Executioner is moved at least one space with this power, you may roll 1 unblockable attack die against that figure. This special power can only be used once per round.
Hmm, thanks, I think I missed that aspect of his biography ... here's what Wiki says about his species:
"Skurge possessed the superhuman abilities of a typical male Asgardian. Due to his unique hybrid physiology, with a half Frost-Giant and half Skornheimian pedigree, Skurge's physical strength, stamina and durability were considerably greater than those of the average Asgardian male."
So what do you guys think for his species here if he's half Frost-Giant and half Skornheimian?
Thanks for the quick feedback, David! Glad you like what we have here.
I'll have to ask SirG about the "huge" issue.
davidlhsl said:
Executioner
I think I have this figure, because hi1 has a custom of this guy I played in one of my Burt's Beer Tournaments. On to the ERB-mobile!
Axe Slash Teleportation
A Guns 'n Roses reference, perhaps (Slash / Axl Rose)? I do love me some wordplay.
Well, you can never go wrong by creating an ability that dumps this many dice down the dice tower. This reminds me of those Flag Bearers in the Classic game, except there aren't any generals in Superhero Scape other than Stan Lee. Skulls seem very appropriate here, as the Axe gives me an offensive vibe which is reinforced with the wounding potential. Wounding is optional, so this can be useful with friendly figures as well.
Giant Killer
Should Huge be capitalized? This is a more direct nod to Classic and Sir Denrick.
Final Thoughts
I love the Teleportation, as it provides an alternate way of delivering a wound on a figure that has defense protection against normal attacks as well as giving Executioner some killer mobility. Nice design!
I know some more about it, but it was a pretty weird situation overall. I definitely was surprised it went that way, but I think in a way it's been a long time coming. I'll miss him, but I think it was the right decision for him too.
Yeah, he's a giant killer born and raised. 10 should be pretty nasty, but there aren't a lot of huge figures that don't have tons of life.
His teleportation is basically that he uses his axe to slash a rift in space and time and then pull folks through it. So I agree that large and huge is probably too much, despite him being a strong guy. I'll see what folks think, but I'd lean towards limiting it to tiny, small, or medium. Good call!
Thanks for the quick feedback!
Bats
Porkins said:
So you were surprised too, eh? Any indication from Griff what is going on in his life? I know that when I have those wake up calls, it's usually due to some wifely er...encouragement.
I think this guy looks good...10 dice against huge figures is pretty huge, but we don't have too many of those anyway. It would be intersting to play him against Hulk or Thor.
I'm not sure I agree that Axe Teleport should be able to move Huge figures...and maybe not even Large figures. But I don't know this character, maybe he regularly teleports Anti-Monitor and slashes him up as they teleport through the ether. It just sounds funny to me: little 5 height guy grabs Anti-Monitor's ankle and teleports him across the board.
IAmBatman said:
Well ... the show must go on!
Let me know what you think, guys! As always, your thoughts and comments are greatly valued as part of our process.
Cheers,
Bats
NAME = EXECUTIONER
SECRET IDENTITY = SKURGE
SPECIES = ETIN
UNIQUENESS = UNIQUE HERO
CLASS = WARRIOR
PERSONALITY = SAVAGE
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 5
RANGE = 1
ATTACK = 8
DEFENSE = 6
POINTS = 380?
AXE SLASH TELEPORTATION
After moving, instead of attacking, you may roll 12 combat dice. Place Executioner on any empty space within X spaces of his current location, where X equals the number of skulls rolled. You may choose one figure that was adjacent to Executioner before using this special power and place it on an empty space adjacent to Executioner. Moved figures will not take any leaving engagement attacks. If a figure other than Executioner is moved at least one space with this power, after placing it, you may roll one unblockable attack die against that figure.
Super fun, Bats. I have to get to another project, but I like it. Top to bottom, I like it. Thanks, V
IAmBatman said:
Well ... the show must go on!
Let me know what you think, guys! As always, your thoughts and comments are greatly valued as part of our process.
Cheers,
Bats
NAME = EXECUTIONER
SECRET IDENTITY = SKURGE
SPECIES = ETIN
UNIQUENESS = UNIQUE HERO
CLASS = WARRIOR
PERSONALITY = SAVAGE
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 5
RANGE = 1
ATTACK = 8
DEFENSE = 6
POINTS = 380?
AXE SLASH TELEPORTATION
After moving, instead of attacking, you may roll 12 combat dice. Place Executioner on any empty space within X spaces of his current location, where X equals the number of skulls rolled. You may choose one figure that was adjacent to Executioner before using this special power and place it on an empty space adjacent to Executioner. Moved figures will not take any leaving engagement attacks. If a figure other than Executioner is moved at least one space with this power, after placing it, you may roll one unblockable attack die against that figure.
- 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 Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 380 - Give a brief overview.The Axe Slash Teleportation was only really useful to move Executioner in these one-on-one tests, as his attack of 8 was the better option in all of these matches.
Spoiler Alert!
TEST 1
Map: Custom
Units: Executioner (380) vs. Ronan (360) This felt a lot closer than the final results, but Executioner’s 2 extra attack dice helped him inflict damage a lot more consistently. Who won and how many wounds did they have?Executioner with 1 wound wins Turn 2, Round 2.
TEST 2
Map: Custom
Units: Executioner (380) vs. Ronan (360) Executioner hit 13 skulls on 16 dice in two attacks, but also rolled poorly on defense to let Ronan slip 5 wounds in on him in two attacks. Lots of offense here from two heavy hitters! Who won and how many wounds did they have?Executioner with 5 wounds wins Turn 3, Round 2.
TEST 3
Map: Custom
Units: Executioner (380) vs. Red Hulk (370) Red Hulk just had better attack rolls here, and already had four wounds on Executioner before Executioner wounded him. Then Executioner finally cracked Red Hulk’s defenses for 2 wounds, causing Red Hulk to get his first heat marker. Cutting Red Hulk’s attack to 7 didn’t save Executioner, though, as Red Hulk came right back and got 5 skulls, to which Executioner rolled 1 shield, ending the game. Who won and how many wounds did they have?Red Hulk with 2 wounds wins Turn 2, Round 2.
TEST 4
Map: Custom
Units: Executioner (380) vs. Red Hulk (370) Red Hulk was rolling hot and nasty here again and Executioner couldn’t keep up. Red Hulk also won initiative for Round 2. Who won and how many wounds did they have?Red Hulk with 1 wound wins Turn 1, Round 2.
TEST 5
Map: Custom
Units: Executioner (380) vs. Ghost Rider (380) A lot of Ghost Rider’s cost goes to his Penance Stare, which he had no way to boost here and did not use. Who won and how many wounds did they have?Executioner with 4 wounds wins Turn 2, Round 2.
TEST 6
Map: Custom
Units: Executioner (380) vs. Ghost Rider (380) This one really came down to the last initiative roll, which Executioner won. Ghost Rider carried 5 wounds into Round 3, and Executioner carried 6 wounds into Round 3. Again, Penance Stare did not come into play. Who won and how many wounds did they have?Executioner with 6 wounds wins Turn 1, Round 3.
TEST 7
Map: Custom
Units: Executioner (380) vs. Darkseid (380) Darkseid’s Imposing Presence kept Executioner at bay here. Darkseid is such a beast at the cost in one-on-ones. Who won and how many wounds did they have?Darkseid with 3 wounds wins Turn 2, Round 2.
TEST 8
Map: Custom
Units: Executioner (380) vs. Darkseid (380) Darkseid’s dice betrayed him early, but he survived long enough for them to come around, despite some nasty Executioner rolls (like the one that put 4 wounds on Darkseid). Who won and how many wounds did they have?Executioner with 6 wounds wins Turn 3, Round 2.
TEST 9
Map: Custom
Units: Executioner (380) vs. Superman (400) Both heroes rolled great attacks all game, but Superman got in the first attack and ended up with one more attack overall. Who won and how many wounds did they have?Superman with 4 wounds wins Turn 3, Round 1.
TEST 10
Map: Custom
Units: Executioner (380) vs. Superman (400) Superman’s dice were far superior here, and Executioner paid for it. Who won and how many wounds did they have?Superman with 1 wound wins Turn 3, Round 1.
Squad Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 380 - Give a brief overview.Street Thugs got close, but just didn’t have enough attack power.
Map: Custom
Units: Executioner (380) vs. Street Thugs x5 (375)
Spoiler Alert!
This was an endurance test! Executioner used his Axe Slash Teleportation three times to cat and mouse the Street Thugs early, kidnapping a Street Thug near the front of the formation and taking him back to height or his start zone even for a kill. He only hit one roll for unblockable wounds with the Axe Slash. When Executioner used his normal attack, he killed a Street Thug every time, and they had a lot of trouble cracking his defense consistently without any concrete or asphalt on this map and no Crime Lord to bond with. Who won and how many wounds did they have?Executioner wins with 5 wounds, Turn 3, Round 8.
Squad Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 380 - Give a brief overview.Executioner played this one cleverly, but the GCWs rolled too many skulls.
Map: Custom
Units: Executioner (380) vs. Gorilla City Warriors x3 (375)
Spoiler Alert!
Axe Slash Teleportation was extremely useful here, zipping Executioner and his victim of the moment all over the map to break up clusters of Gorilla City Warriors and limit their attack bonuses. He also killed 3 GCWs on 5 attempts at unblockable wounds with his Axe Slash. Still, in the end, the Gorillas just had too much attack power. Who won and how many wounds did they have?Gorilla City Warriors with 3 figures left win Turn 2, Round 4.
Army Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 370? - Give a brief overview.Maybe it was the dice, or maybe it was getting double teamed by Frost Giants, but in a match where Executioner seems designed to fight it, he didn’t fare well.
Map: Custom
Units: Executioner (380), Loki (420) (800) vs. Laufey (360), Frost Giant x2 (440) (800)
Spoiler Alert!
Executioner fell in Round 4 after putting all five wounds on one Frost Giant, but doing little else despite having every advantage (+2 attack for Giant Killer, and immunity to the freezing touch of the Giants, and an ability to Teleport and not worry about the Cask of Ancient Winters). He only used the Axe Slash Teleportation twice, moving Loki up with him the first time, and moving a Frost Giant away from the pack the second time, but he failed his chance to wound the Frost Giant on that Axe Slash, when the Giant was one away from death. The Frost Giants and Laufey just rolled too well here and Executioner didn’t take enough of an advantage of his opportunities. After Executioner fell, Loki put 6 wounds on Laufey (all with normal attacks) and 2 on a Frost Giant (with one successful God of Evil roll). Who won and how many wounds did they have?Laufey with 6 wounds and one Frost Giant with 2 wounds win Turn 1, Round 6.
Army Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? 370-380 - Give a brief overview.Executioner killed Iron Man, and put 2 wounds on Cap, 1 wound on Scarlet Witch, and 1 wound on Thor before falling in Round 5.
Map: Custom
Units: Enchantress (380), Baron Zemo (Heinrich) (170), Executioner (380), Shocker (160), Bullseye (175), Green Goblin (230) (1495) vs. Thor (430), Captain America (240), Iron Man Mark IV (250), Quicksilver (215), Scarlet Witch (285), Shadowcat (80) (1500)
Spoiler Alert!
The Masters of Evil started off strong, with Executioner Axe Slashing Iron Man away from the center of the map and pummeling him, while Enchantress enchanted Bullseye and had him pile a few wounds on Cap. Thor swooped in, though, and really messed them up, finishing off Bullseye and Executioner. Scarlet Witch’s curses messed up Executioner, Zemo, and Enchantress on a few occasions, and Zemo glued a few Avengers for lost turns. Zemo’s hatred for Avengers and Patriotic figures added up to some nasty attacks throughout, as did Enchantress enchanting both Bullseye and Shocker. It was close, but Thor hitting God of Thunder Strike against Enchantress before she finished him off was big, and Quicksilver managed to edge her in end game with Shadowcat still sitting in the start zone. Who won and how many wounds did they have?Quicksilver with 4 wounds and Shadowcat with Full Life win Turn 2, Round 10.