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Character Bio - Long ago on Krypton, Zod was a respected General. When the Kryptonian Science Council discovered that two of their most revered scientists, Jor-El and Non, had determined that in a short matter of time, Krypton would suffer geothermic upheaval that would destroy the entire planet, they branded the two as heretics and sent General Zod and his militants to Jor-El's laboratory to arrest he and Non. The Science Council administered a stern warning to them, and set them free. But when Zod learned that the scientists were correct, he left the military to join Non's mission to alert the people of Krypton to the impending doom. Soon, the Council ordered that Non be lobotomized to silence his stirring of the people. This drove Zod and his loyal follower Ursa to begin a rebellion and overthrow the Council. The three were eventually caught and sentenced to death, but Jor-El defended them, and instead had them sent to the Phantom Zone.
Eventually, with the freeing of the bottled city of Kandor, Zod, Ursa, and Non were pardoned for their crimes and were set free. But it wasn't long before Zod took military control of the surviving Kryptonians and waged a war against Earth. Were it not for Superman, Earth would have certainly become a New Krypton.
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General Zod may activate an Unique Kryptonian Hero with his General of New Krypton special power. Current Unique Kryptonian Heroes.
General Zod may activate Kryptonian Soldier Heroes with his General of New Krypton special power.
General Zod may roll unblockable dice against chosen figures adjacent to Kryptonian Spies with his General of New Krypton special power. Current Kryptonian Spies.
SPECIES = KRYPTONIAN
UNIQUENESS = UNIQUE HERO
CLASS = CONQUEROR
PERSONALITY = EGOMANIACAL
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 6
RANGE = 5
ATTACK = 4
DEFENSE = 6
POINTS = 350
GENERAL OF NEW KRYPTON
After revealing an Order Marker on this card and instead of taking a turn normally, you may do up to two of the following:
* Take a turn with 1 Unique Kryptonian Hero you control.
* Move up to 2 Kryptonian Heroes you control. Then, you may make an immediate attack with any Kryptonian Soldier that moved.
* One at a time, for each Kryptonian Spy you control, choose a figure engaged with that Kryptonian Spy and roll 1 unblockable attack die against that figure.
Each option may only be chosen once per player turn, and a figure cannot move or take a turn if it has previously moved this turn. General Zod may be the chosen Hero.
KNEEL BEFORE ZOD
When Zod attacks an adjacent figure, roll two additional attack dice and if Zod has height advantage, the adjacent defending figure rolls two fewer defense dice.
KRYPTONIAN DEFENSE
When rolling defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.
KNEEL BEFORE ZOD
When Zod attacks an adjacent figure, roll two additional attack dice and if Zod has height advantage, the defending figure rolls two fewer defense dice.
Looks solid all around. My only questions involve whether or not we want small tweaks on his general power for theme and clarity.
GENERAL OF NEW KRYPTON
After revealing an Order Marker on this card and instead of taking a turn with Zod, you may:
* take a turn with 1 Unique Kryptonian Hero you control; or
* move up to 2 Soldier Heroes you control; or
* choose 1 Spy you control and roll 1 ublockable attack die against any figure adjacent to the chosen Spy.
My theme question is, do we want to restrict him to moving only Kryptonian Soldiers or activating Kryptonian Spies? Thematically, especially considering the power title, his commanding Captain America or Chameleon, or humans in general, seems a bit odd (typically this guy hates humans and they hate him right back!). It seems like he'd still have plenty of great options even with a Kryptonian restriction, so I don't think it'd damage his playability any - just make it more factional.
Good catch Bats. I'd definitely support Kryptonians only. Plus we've got plenty of Soldier synergy coming in down the road no reason to force it in here.
I am good with making it Kryptonian specific. It is thematic. I was thinking about Vipers having Warlord Bonding and there being more than one Warlord that isn't a Viper. But, we don't have to match that aesthetic. This guy is xenophobic at his core.
For sure. I don't mind opening up less thematic connections on synergy powers sometimes, but with his xenophobic nature that you mentioned, it would have felt "off" to me here.
Would you be willing to bump his Defense up to 7? I guess I just think of this guy as the second most BA Kryptonian to Superman. He already has quite a bit less life. I could also see his Attack up to 5, but I'd settle for Defense only bump.
Would you be willing to bump his Defense up to 7? I guess I just think of this guy as the second most BA Kryptonian to Superman. He already has quite a bit less life. I could also see his Attack up to 5, but I'd settle for Defense only bump.
Would you be willing to bump his Defense up to 7? I guess I just think of this guy as the second most BA Kryptonian to Superman. He already has quite a bit less life. I could also see his Attack up to 5, but I'd settle for Defense only bump.
Honestly, I don't know how or why his life is at 5 - it was meant to be 6, so that is my fault. I don't like his defense going up to 7 though, as though he is BA, he really isn't near as tough as Superman is with not being on Earth and soaking up as much sun. If he had a defense of 7, his defense would be almost on par with Superman (counting for the difference in Man of Steel and Kryptonian Defense). I think a Life of 6 and defense of 6 with Kryptonian Defense accurately portrays his toughness, keeping in mind that Martian Manhunter is a Life 6 and Defense 6 without Kryptonian Defense.
I'll bump his life to 6, as that is an error anyways, but I don't like him having a defense of 7, and I absolutely would not support his normal attack to be higher than 4 - that is his gun that is represented there. When Zod is adjacent, his attack will be 6 which seems appropriate.
- 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 too 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.Zod is a beast. Don't let him get height and have you engaged, or you will certainly regret having to bow to Zod!
Spoiler Alert!
TEST 1
Map: Custom.
Units: Gen. Zod - VS - Superman II. After a beating, Superman ended the round with a super breath. Then on the next round, Superman won initiative and got height advantage and killed Zod. Who won and how many wounds did they have?Superman II wins with 5 wounds.
TEST 2
Map: Custom.
Units: Gen. Zod - VS - Superman II. Zod never got height, but just being a Kryptonian reduced Superman's defense enough to deal some quick damage before Zod died. Who won and how many wounds did they have?Superman II wins with 6 wounds.
TEST 3
Map: Custom.
Units: Gen. Zod - VS - Superman I. Zod's range allowed him to gain height on Superman, and Superman's lack of range forced him to engaged Zod, giving Zod permanent height. This boosted Zod's attack to 9 and reduced Superman's defense to 5. Who won and how many wounds did they have?Zod wins with 5 wounds.
TEST 4
Map: Custom.
Units: Zod - VS - Superman I. Superman was able to use his speed to get the first hit, and he hit hard. Even though Zod gained height, Superman was able to keep pushing his attacks and won. Who won and how many wounds did they have?Superman wins with 5 wounds.
TEST 5
Map:Custom.
Units: Zod - VS - Non. Zod gained height easily with his range and dominated Non. Who won and how many wounds did they have?Zod wins with 4 wounds.
TEST 6
Map: Custom.
Units: Zod - VS - Non. Non was able to quickly hurt Zod, but again, Zod got height and crushed Non. Who won and how many wounds did they have?Zod wins with 4 wounds.
TEST 7
Map: Custom.
Units: Zod - VS - Green Lantern (Hal). Zod's defense allowed him to repel many attacks from Hal, who stayed at range to avoid Zod gaining height. In fact, Zod played this to his own strengths, as Zod used his range attack to slowly nick away at GL until GL had taken 2 wounds and lost two batteries and was forced to engage Zod. Once engaged, GL had to attack attack attack as each time Zod attacked from height, GL had to burn a battery to survive, at least two times before dying. Who won and how many wounds did they have?Zod wins with 5 wounds.
TEST 8
Map: Custom.
Units: Zod - VS - Green Lantern (Hal). After taking a freak pile of 3 wounds, Hal decided to give up same height and range, and rush in in hopes of dealing a lot of damage with many Fearless Charges. This worked off the bat, but after suffering battery sacrifices due to Zod's attacks, GL fell. Who won and how many wounds did they have?Zod wins with 4 wounds.
TEST 9
Map: Custom.
Units: Zod - VS - Iron Man (Hulkbuster). A good fight, but with Zod easily gaining and keeping height with his range VS IM's melee, Zod was destined to win. Who won and how many wounds did they have?Zod wins with 4 wounds.
TEST 10
Map: Custom.
Units: Zod - VS - Iron Man (Hulkbuster). Zod rolled defense like crazy, and eventually, IM just couldn't withstand the big attacks from Zod. Who won and how many wounds did they have?Zod wins with 4 wounds.
TEST 11
Map: Custom.
Units: Zod - VS - Red Lantern. RL was able to engage Zod on equal height and the two exchanged blows with RL doing a tad better. On the next round, RL got initiative and exhausted is Rage Vomit to kill Zod. Who won and how many wounds did they have?Red Lantern wins with 3 wounds and 0 batteries.
TEST 12
Map: Custom.
Units: Zod - VS - Red Lantern. Zod got height and got vomited on just before killing RL. Who won and how many wounds did they have?Zod wins with 5 wounds.
TEST 13
Map: Custom.
Units: Zod - VS - Hasbro Hulk. Zod couldn't gain due to Hulk's super leap, but that didn't stop him from hitting hulk fast and hard, then disengaging to gain height with his ranged attacks. Who won and how many wounds did they have?Zod wins with 4 wounds.
TEST 14
Map: Custom.
Units: Zod - VS - Hasbro Hulk. Zod made Hulk really made, and Hulk punched a hole in his head with a 6 skull attack for the final kill. Who won and how many wounds did they have?Hulk wins with 7 wounds.
Squad Test - Does it pass, Yes or No? yes. - What should be the unit's point value? 370-380. - Give a brief overview.Zod doesn't have a great answer for squads, but his high defense really does help along with his range attack.
Map: Custom.
Units: Zod - VS - 5th Precinct Beat Cops x6.
Spoiler Alert!
Zod got height, and two cops mangaged to get same level height as one new cop would try to storm the hill and Zod would shoot it down each turn. After 5 rounds, Zod only had 3 wounds (half life). As the cops thinned out, Zod came off of his hill and started "autokilling" cops with engaged height advantage, but the cops circled him, held him down in engagement, and allowed more cops to get to same height to have better chances of hurting him. Eventually (round 9), one cop finally got height on Zod, and wouldn't you know it? He rolled 3 skulls and Zod rolled 1 shield and 0 blanks and died. Who won and how many wounds did they have?Cops win with 1 squad and 1 man.
Squad Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 380. - Give a brief overview.Going up against melee squads changes Zod's results a lot. With his range, he can afford to keep the high ground, and each time he attacks an adjacent figure, it is pretty much a guarantee of death.
Map: Custom.
Units: Zod - VS - Hawkmen of Thanagar x4.
Spoiler Alert!
Zod kept height and killed an engaged Hawkman with each punch easily. The hawks did have some good attacks with their own attack of 5, but even that wasn't enough to keep up with Zod's pace of carnage. Who won and how many wounds did they have?Zod wins with 5 wounds.
Army Test - Does it pass, Yes or No? Heck Yes. - What should be the unit's point value? 380. - Give a brief overview.This was the game I have been waiting for! Zod was an amazing general with lots of options. I loved taking turns with Zod, other Kryptonians, Moving Soldiers, and swiping with Infiltrators. Really, this game was brilliant in every way, and it was very close, dispite the fact that Batman was a freaking monster with those Green K Gloves. Every power, combo, and tactic was used in this game, except for Steel and Supergirl not getting much action. They got attacked a lot, but there was just too many other things that needed to be done before activating them. As far as Zod goes, this is a winner. I hope that the high point cost of Kryptonians won't keep people from playing with them, because to enjoy Zod to the fullest, you really need 2,000 or more points.
Map: Custom.
Units: General Zod, Ursa, Non, Kryptonian Soldier x4, and Kryptonian Infiltrator x4 (2,380) - VS - Superman I, Supergirl, Superboy, Krypto, Eradicator, Steel, Mister Mxyzptlk, Bizarro, and Batman II (2,380).
Spoiler Alert!
Batman chooses the First Aid, Batgrapple, and K-Gloves.
Mister Mxyzptlk chooses to antagonize Zod.
- ROUND 1 - Red K-Infiltrator infiltrates next to Supergirl and Eradicator on height.
The Red Infiltrator put 2 wounds on Batman when he moved in against her, and Batman used his K-gloves to put 2 wounds on her. Mxy couldn't hurt the KI, but he did advance some. Zod bascially just kept activating his KI for a chance to autowound Batman.
- ROUND 2 - Green KI infiltrates and lands next to Batman, Supergirl, and Bizarro.
Batman grappled to get height on the wounded KI and killed her. Green KI couldn't auto wound Supergirl. Batman advanced deep into the shadows. Zod took height. Mxy moved up. Two soldiers joined Zod on the hill.
- ROUND 3 - KS moves up on height and attacks down on Batman failing his Horu Kanu, and Batman evades the attack, advancing and putting a wound on the blue KS. Mxy advances and shoots some magic at Zod giving him a wound and taking an Order Marker from him. Zod lost a turn. Batman uses his first aid to heal a wound. Zod sends in Non and almost kills Batman putting him one away from death. Batman then punches Non on height and with the K-gloves but only deals one damage.
- ROUND 4 - Zod gets Non to attack Batman but Non whiffs. Superboy and Krypto fly up to give Batman support. Batman blocked another attack from Non. Batman grapples away and takes height and lands within Superboy's aura then punches the blue KS for a wound. Zod has a KS attack Batman and Batman would have received a wound, but Superboy was there to take the wound for Batman. Mxy engages Zod and gives him 1 wound.
- ROUND 5 - Zod has Non attack Superboy from height puts him one away from death in a bad spot. Superboy risks it leaves the engagement to a low hill to offer Batman future support - Krypto safely follows. Non jumps into the House of El's camp and puts a wound on Supergirl. Batman puts a single wound on the blue KS. Red KS attacks Batman and Superboy gives his life to save him. Batman kills the blue KS.
- ROUND 6 - Blue KI infiltrates next to Batman, and the Black KI infiltrates next to Steel and Bizarro - finally, and both at once is cool.
Krypto engages the blue KI and the red KS and bites the blue KI for one wound. Zod has the blue KI roll for a hit against Batman but fails. Batman leaves engagement with his grapple and heads towards Zod. There are only two places on the hill that Batman can engage Zod, so Zod quickly covers them with two more KSs. Batman goes back to where he was and kills the blue KI. Red KS breaks away from Krypto safely and attacks Batman but is evaded and takes a wound. Mxy moves so Batman can have a place to land and he attacks Zod but fails, though he does remove an OM... the X!!! Zod has the red KS to attack Batman again, and this time he used Horu Kanu and gave Batman his final auto wound. Mxy wants the Green K Gloves, but since he is an Event Hero... I guess he decides that he shouldn't have all the fun and that he should save some for others LOL. So, Mxy shoots and misses Zod, but he does take away Zod's OM 2. Zod lost a turn. Batman lost a turn. Zod has Green KI attack down on Supergirl for two wounds.
- ROUND 7 - Superman attacks Non for nothing and Krypto picks . Red KS engages and punches Supergirl, forcing Bizarro to engage the KS and take 3 LEAs for one wound, then the KS takes a wound. Superman puts 2 wounds on Non. Non hits Supergirl and forces Bizarro to take an LEA wound from the KS and give Non a wound. Superman kills Non. Zod has the Green KI swipe a wound on Supergirl.
- ROUND 8 - Green KI fails to swipe Supergirl. Krypto picks up the K-gloves and attacks a KS but fails. Zod has the Green KI put a wound on Supergirl. Superman kills the Red KS. Green KI puts another wound on Supergirl. Eradicator puts two wounds on himself with his SA and hits the Green KI for two wounds, which heals 1 wound from Supergirl and the Green KI.
- ROUND 9 - Zod has Green KI swipe Supergirl for a wound. Krypto takes a LEA safely and engages Zod finally and attacks with the Green K Gloves but fails. Green KI fails her swipe on Supergirl. Superman puts the Green KI within one of death. Green KI swipes and kills Supergirl - finally. Superman kills the green KI.
- ROUND 10 - Black KI puts a swipe wound on Steel. Mxy tries to hit Zod but fails to wound or remove an OM. Black KI puts another wound Steel. Mxy strikes Zod again but misses though he does take away his X marker.... Black KI puts another wound on Steel. Krypto puts another wound on Zod (3 total now).
- ROUND 11 - Black KI fails her swipe on Steel. Superman puts 2 wounds on the Black KI. Black KI fails her swipe on Steel. Krypto fails his attack on Zod. Zod risks being antagonized and takes his own turn to crush Krypto with Kneel Before Zod! Superman kills the last KI.
- ROUND 12 - Mxy shoots Zod for no wounds, but he does take his OM 3 away. Ursa advances. Bizarro advances. Ursa advances. Bizarro engages and wounds Ursa for one. Zod lost turn 3.
- ROUND 13 - Myxy misses Zod but takes his OM 1 away. Bizarro freezes Ursa but still misses his attack. Ursa safely disengages from Bizarro, engages Superman on same height and engages Steel on height advantage, then with her Kryptonite Knife SA, puts two wounds on Superman but doesn't take any damage herself. Bizarro engages a KS protecting Zod and puts 3 wounds on him. Ursa attacks Superman again with her SA but misses and doesn't hurt herself either.
- ROUND 14 - Ursa hurts neither herself nor Superman with her SA. Steel takes same level height on Ursa and uses his Bolt SA but doesn't hit her. KS black engages Bizarro and hits him for one wound. Bizarro freezes Green KS but can't hit him. Again, Ursa hurts no one with her SA. Bizarro kills green KS.
- ROUND 15 - Ursa puts a wound on Superman with her SA, and doesn't hurt herself. Bizarro safely leaves the Black KS and picks up the nearby Green K gloves and fire breaths on Zod giving him a wound, however, Mxy was in the cross hairs and he was KLTPZYXM'd and disappeared. Zod risks being antagonized and takes his own turn to move down on Bizarro and force him to KNEEL, killing Bizarro and sending the green K Gloves flying back up on the hill next to Zod. Bizarro lost a turn. Again, Ursa hurts no one with her SA. Bizarro lost a turn.
- ROUND 16 - With one punch, Superman puts 4 wounds on Ursa. Ursa finally kicks in with an awesome SA and puts 3 wounds on Superman who is now one away from death, and then she kills herself. Superman moves up to the hilltop with Eradicator. Zod moves in and takes the Green K Gloves for himself as he advances - no sign of Mxy. Superman waits on height. KS Black advances. This is really close, as right now it is down to Superman 6 wounds, Eradicator 2 wounds, and Steel 3 wounds - VS - Zod 4 wounds and Kryptonian Soldier 0 wounds.
- ROUND 17 - Eradicator attacks up on Superman with his SA and takes only one wound himself - Superman blocks it and then heals a wound. KS advances and engages Eradicator and hits him with a nerve strike and puts a wound on him. Eradicator gives himself a wound with his SA. Attacks the KS two times, giving him a wound each time. Superman and the KS heal one wound each. KS engages Superman and puts a nerve strike wound on him. Superman kills the KS. Zod advances and shoots Steel down from height.
- ROUND 18 - Zod engages and punches Superman for 1 wound with his Green K gloves. Superman puts a wound on Zod from height and the Green K Gloves go flying away. Zod kills the Eradicator. Superman misses his attack on Zod. Zod goes to take a turn and ..... "ah ah ah" Mxy is back Zod then fails his attack on Superman. Superman then kills Zod. Who won and how many wounds did they have?Superman and Mxy win with 6 wounds on Superman and 0 wounds on Mxy (duh ).
Army Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 380. - Give a brief overview.Zod seems to do very well one on one, but against a lot of attrition, he isn't as good. Non really helped with the crowd control, as did Krypto actually.
Map: Custom.
Units: General Zod, Ursa, Non, and Krypto (1,020)- VS - Red Skull (C3G), Baron Von Strucker, Madame Hydra, Hydra Agents x3, Hired Guns, and Bodyguard x5 (1,015).
Spoiler Alert!
Non jumped in early and killed a bunch of Hydra, but Red Skull and Hydra crippled Non then Hired Guns with a couple on height finished him off. Krypto, who was already in position took a turn from Zod and barked to kill a couple of Hydra, then Baron took him out with his Satan's Claw. Ursa moved in and took Baron down, but not without damage of her own. Red Skull finished her off with ease. Zod moved in and crushed Red Skull and Madame Hydra and she wasn't even expecting an attack, but Zod took a LEA from a Body Guard to get height on Madame Hydra and crush her with one giant attack. Hired Guns nicked away at Zod, but Zod kept on killing his way through minions till he finally got down to the last two Hired Guns who had height, and they unloaded on him bringing him down. Who won and how many wounds did they have?Hired Guns (2 men left), Bodyguards (2 men left), and 1 Hydra Agent.
Yeah, he is gonna have to wait in line though. I have my mind set on Carnage today, and I had to get Black Panther done for A3n. I felt bad, not being much of a wingman for him lately.
You guys are really cranking them out! I seriously think it would not be at all impossible for you guys to release a Wave for every month for the rest of the year! (I'm not saying you should, just that you have enough designs in the works or done that you could.) I imagine that by Dec. 31, you guys will have all of 2013 done and waiting!