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The Book of Green Lantern (Ch'p)

Lazy Orang

Hard as ice
The Book of Green Lantern (Ch'p)

C3G DC SUPER SECRET EXCLUSIVE 79
FESTIVAL OF LIGHTS: GREEN ENERGY


C3G_GreenLantern-Chp_comic.png

Comic PDF

C3G_GreenLantern-Chp_mini.png

Mini PDF

The figure used for this unit is a Heroclix figure from the Green Lantern Corps Collector Set set.
Its model number and name are #002 / Ch'p.

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Character Bio - Ch'p is a Green Lantern. He helps defend important sectors of space. He's also some sort of alien squirrel.
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:
Outgoing Synergy:
  • N/A
-Immunities, Benefits, and Weaknesses-
  • As a flying figure, Green Lantern interacts differently with these special powers.
  • As a figure with the Super Strength special power, Green Lantern interacts differently with these special powers.
  • As a figure with the Green Power Battery special power, Green Lantern is susceptible to Fatality's Green Lantern Retribution special power.
  • As a figure that starts with green Battery Markers on its card, Green Lantern is susceptible to a Manhunter's Green Power Drain special power.
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-Strategy, Tactics and Tips-
-Heroscapers Community Contributions-
 
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Re: The Book of Green Lantern (Ch'p) - Breathing

GREEN LANTERN
CH'P

H'ILVENITE
UNIQUE HERO
OFFICER
ENTHUSIASTIC
SMALL 3

LIFE = 2
MOVE = 7
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS = 200

GREEN POWER BATTERY 3

Start the game with 3 green Battery Markers on this card. Add one to Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

GOING NUTS SPECIAL ATTACK
Range 1. Attack 2 + Special.
Instead of moving and attacking normally, Green Lantern may move up to 4+X spaces, where X equals the number of green Battery Markers on this card. Green Lantern may attack up to 3 times with this special attack at any point before, during or after moving, adding one to his attack number for each green Battery Marker on this card. Green Lantern will not take any leaving engagement attacks when moving this way. At the end of Green Lantern's turn, remove a green Battery Marker from this card, if possible.

MOVING TARGET
When rolling defense dice for Green Lantern, add one automatic shield to whatever is rolled. After rolling defense dice, you may move Green Lantern up to 3 spaces. Green Lantern will not take any leaving engagement attacks when moved with this special power.

FLYING

SUPER STRENGTH
 
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Re: The Book of Green Lantern (Ch'p) - Breathing

Comic:
Spoiler Alert!




Background:
Spoiler Alert!



Figure:
Spoiler Alert!
 
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Re: The Book of Green Lantern (Ch'p) - Breathing

I like it. My only thoughts are:

1. I still like attack/defense at 2/2. I think this will help folks resist just keeping his defense as high as possible and never going for the marker burn, because he'll feel a little more vulnerable and the multi-attacks will feel more worthwhile (if I can only use Frenzied Assault at 3 attack in Superheroscape, I'm probably never going to bother unless I get a bunch of squaddies or something).

2. We should at least consider a less reusable name for Frenzied Assault since it's so specifically tied to Battery Markers. If we can't come up with anything we like, I think it works fine, I could just see the possibility of a more GL themed title to that.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I hope everyone isn't joking because I really like that idea for the power name. :)

Bats' reasoning for base attack of 2 makes sense to me.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I don't love the idea of a rodent with a base attack of more than 1, but would be fine with defense ticking down as needed.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I don't love the idea of a rodent with a base attack of more than 1, but would be fine with defense ticking down as needed.
You ever been attacked by one? :p

I’d say that being a sentient rodent with a GL ring justifies 2. And it seems like it’ll be way better for gameplay purposes. Trick will be making him feel right with and without Kilowog.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I don't love the idea of a rodent with a base attack of more than 1, but would be fine with defense ticking down as needed.
You ever been attacked by one? :p

I’d say that being a sentient rodent with a GL ring justifies 2. And it seems like it’ll be way better for gameplay purposes.
Animals are sentient - do you mean sapient?
 
Re: The Book of Green Lantern (Ch'p) - Breathing

Just wanted to let you know that you have made my son very happy. KidAraknid is very happy to know he’s coming. Though he doesn’t know what to expect yet.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

Just wanted to let you know that you have made my son very happy. KidAraknid is very happy to know he’s coming. Though he doesn’t know what to expect yet.

Sounds like he's a ... ch'p off the old block. :p
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I honestly know nothing about this little guy. I know he exists but that is the extent of it. Lanterns are something I don’t have a lot of knowledge on.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

2/2? Really? Is this guy really on par with Kyle Rayner? I can see 3 Defense because it takes into account his size and ability to dodge, but I feel 1 Attack is where he belongs, especially with the Frenzy power.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

2/2? Really? Is this guy really on par with Kyle Rayner? I can see 3 Defense because it takes into account his size and ability to dodge, but I feel 1 Attack is where he belongs, especially with the Frenzy power.

Agreed here. Sure that's more a comment on the somewhat weird decision to put Kyle at 2 attack (not super weird if you think about it) but Ch'p otherwise should be below him when powerless.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

Honestly I’d rather fight a nerdy artist dude than an angry squirrel, lol.

At 1 attack, he’s getting 3 attacks of 3, then 3 attacks of 2, then 3 attacks of 1. Not very impressive imo, and maybe not even worth burning a marker for. Problem is, when you add Kilowog that 3/2/1 can become 5/4/3, which suddenly is a lot of dice to throw around. What if it was an SA?

I’ll also mention we have squirrel precedent, with Squirrel Girl’s SA being 3 dice per squirrel.

EDIT: Just for comparison, Doc Ock I can do 4 attack of 3 every turn. Ch’p’s ultimate thing he can do on his own isn’t as good as something DO can do all the time for free, and that’s super lame imo. He’s a Green Lantern, and one who’s apparently good enough to not die after all this time. I feel like he shouldn’t be totally useless without Kilowog.

Just for another idea, what if you had to burn the marker after using Going Nuts (I’m going to keep calling it that), if possible. So he gets the boost of that extra marker before losing it, and he can keep Going Nuts even once he has no markers left.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I agree with MrNobody. This guy is a GL, and a pretty good one. Is he physically weaker than a Human without his ring? Probably, but that's where 2 Life's coming from. Even if Ch'p is 2/2, or even 2/3, he's still weaker than Kyle when his ring's burned out because of that Life. He doesn't even have a Power Shield to stuff a big attack, so this guy's going to have a glass jaw and Deathwalker syndrome. He's a Green Lantern - he shouldn't end up struggling to fight low level criminals. He's still going to be the weakest GL by a landslide.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

Honestly I’d rather fight a nerdy artist dude than an angry squirrel, lol.

At 1 attack, he’s getting 3 attacks of 3, then 3 attacks of 2, then 3 attacks of 1. Not very impressive imo, and maybe not even worth burning a marker for. Problem is, when you add Kilowog that 3/2/1 can become 5/4/3, which suddenly is a lot of dice to throw around. What if it was an SA?

I’ll also mention we have squirrel precedent, with Squirrel Girl’s SA being 3 dice per squirrel.

EDIT: Just for comparison, Doc Ock I can do 4 attack of 3 every turn. Ch’p’s ultimate thing he can do on his own isn’t as good as something DO can do all the time for free, and that’s super lame imo. He’s a Green Lantern, and one who’s apparently good enough to not die after all this time. I feel like he shouldn’t be totally useless without Kilowog.

Just for another idea, what if you had to burn the marker after using Going Nuts (I’m going to keep calling it that), if possible. So he gets the boost of that extra marker before losing it, and he can keep Going Nuts even once he has no markers left.
I really like these highlighted ideas. An SA can make his attack less swingy and therefore easier to cost. If the SA needs to have a Marker boost, it could be the range instead of the attack. I like the idea of using Squirrel Girl as a basis here.
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I think the special attack idea is a good way of keeping "Going Nuts" strong and useful while also not making it overpowered with Kilowog.

Ch'p isn't a joke in-universe, he's a strong and respected lantern. (Unfortunately, he did die due to being run over by a yellow truck. :p)
 
Re: The Book of Green Lantern (Ch'p) - Breathing

I mean, I kind of wanted there to be reason for you to take him with Kilowog...
 
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