• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

The Book of Joker Goons

Yodaking

C3G Landlord
Site Supporter
The Book of Joker Goons

C3G DC PUBLIC EXCLUSIVE COLLECTION 10
MINIONS AND MARAUDERS

C3G_JokerGoons_comic.png


C3G_JokerGoons_mini.png


The figure used for this unit is a Heroclix figure from The Dark Knight Rises set.
Its model number and name are #007 / The Jokers Henchman #1.

The figure used for this unit is a Heroclix figure from The Dark Knight Rises set.
Its model number and name are #019 / The Jokers Henchman #2.

The figure used for this unit is a Heroclix figure from The Dark Knight Rises set.
Its model number and name are #207 / The Jokers Henchman #3.

The figure used for this unit is a Heroclix figure from The Dark Knight Rises set.
Its model number and name are #208/ The Jokers Henchman #4.
_________________________________________________________________
Character Bio - Many different small-time criminals serve under the Joker. In many cases, they represent the survivors of the other crews he has pushed aside, and thus, the toughest of the bunch. He often dresses them up in clown-like costumes and masks. This allows the Joker, himself, to pose as one of his own thugs and sow further chaos and insanity.
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • Joker Goons may allow an Insane Unique Hero to take a turn after them due to their All Part Of The Plan special power. Current Insane Unique Heroes.
  • A Joker Goon may be swapped with and roll defense dice instead of a Joker figure you control due to their Clowning Around special power. Current Jokers.
_________________________________________________________________

-Immunities, Benefits, and Weaknesses-

Immunities
  • N/A
Benefits
  • N/A
Weaknesses
_________________________________________________________________

-Strategy, Tactics and Tips-
  • The Joker Goons are most effective when they are being sacrificed for extra turns with a Unique Insane Hero, so hold them back out of danger when possible. The last thing you want is for your opponent to kill off your Joker Goons before you can sacrifice them. Your Unique Insane Heroes should really be out in front of the Joker Goons, drawing enemy fire and moving into a better position to maximize the double bonding effect.
-Heroscapers Community Contributions-
 
Last edited by a moderator:
NAME = JOKER GOONS

SPECIES = HUMAN
UNIQUENESS = UNIQUE SQUAD (4 FIGURES)
CLASS = CRIMINALS
PERSONALITY = DESPERATE

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3

POINTS = 120

ALL PART OF THE PLAN
After revealing an Order Marker on this card and taking a turn with the Joker Goons, you may take a turn with an Insane Unique Hero you control within 6 clear sight spaces of a Joker Goon you control. You may then take one additional turn with that Insane Unique Hero. After this additional turn, destroy a Joker Goon you control. You may not take any additional turns with other figures you control.

CLOWNING AROUND
If you control Joker and at least 1 skull is rolled for an attack against him by an opponent's figure, before rolling defense dice, you may switch Joker with any Joker Goon you control within 6 clear sight spaces of Joker. That Joker Goon must defend against the attack and take any resulting wounds instead of Joker. Figures moved by this special power will not take any leaving engagement attacks.
 
Very nice. I would really like to see this as a 4-man squad.
 
The post above is what was voted on. Since then we have had some discussion based on this suggestion by Margloth. This was my last proposal based on that suggestion. However, I am still not fully convinced that this game mechanic is a good idea for a unique squad due to it's limited numbers and I do want to keep this a unique squad. I'd want to run a quick test or two just to see how it plays out before committing to a full on play test for this design and I can do that sometime next week.

As far as the squad size is concerned, I will leave that up to a poll to determine what everyone else wants. Just checked one website and you can get Henchman #1 for $1 (7 in stock), and Henchman #2 for $3 (2 in stock). So a 2 man squad will cost $4, a 3 man squad would be $5-7, and a 4 man squad would cost $8. Availability of the minis I think may be somewhat limited.

I do think the poll results for squad size will impact the design direction. A 4 figure squad is a better fit for the power type suggested by Margloth. If we decide to save that type of power for a common squad though, I could see a 3 man squad being fine for the original design direction. So lets start off by seeing what people want for a squad size.

a) 2 figure unique squad
b) 3 figure unique squad
c) 4 figure unique squad
 
Re: The Book of Joker's Goons

I like a 4-man squad with your last proposal.
 
Re: The Book of Joker's Goons

Seeing how I think the average price of #2 (henchman that is) is closer to $5, I would vote A, maybe B with 2x #1.
 
Re: The Book of Joker's Goons

I'd like to see C with any version that has Clowning Around.
 
Re: The Book of Joker's Goons

Just a general FYI, there is a big poker tournament going on near me this weekend that I plan on heading down to on Friday. Depending on how the cards go I may be playing all weekend long. So if you don't hear from me much, if at all, this weekend, I didn't forget about this design. Just had a previous engagement scheduled and I'll pick back up with in on Monday.
 
Re: The Book of Joker's Goons

Seeing how I think the average price of #2 (henchman that is) is closer to $5, I would vote A, maybe B with 2x #1.

Or you can just proxy. ;)

I'd like C.

No I can't. ;)

Hey, you're talking to a guy that has like 99% of the figures. Sometimes even I have to make sacrifices. ;)

Well, I have 100% of the released and 99.9% of the unreleased and public design thread figures, with the rest already on the way, so once again, no I can't proxy. :)
 
Re: The Book of Joker's Goons

:shock:

In that case, you shouldn't be complaining since there are plenty of figures we've done who cost a crapload of cash, these guys ain't nothing. ;)
 
Re: The Book of Joker's Goons

:shock:

In that case, you shouldn't be complaining since there are plenty of figures we've done who cost a crapload of cash, these guys ain't nothing. ;)

I agree, the gorrilla city warriors are a buck fifty each for a common squad of three. So I don't understand the price problem, Avalibility is the only hiccup I foresee. Also, if I'm not mistaken, the scene in the begining has 5 people (4+joker) not counting the bus driver.

I vote C
 
Re: The Book of Joker's Goons

Buy Solovar figures instead. Easy to paint them brown. (Or reverse them if you don't want to paint, get one brown for Solovar and use the black for warriors. :p )
 
Re: The Book of Joker's Goons

True, but Deadpool is a 5-8 dollar figure, Sinestro has a heavy price tag as well, just to name a few. I don't think we should limit the squad just because people are cheap.

Here's an Idea. Why not make 2 cards, one with 3 and one with 4 figures (and the corresponding point difference) then everyone wins. I don't know how difficult that would be though, what with playtests and the art department
 
Re: The Book of Joker's Goons

I really don't want to make two different version of the same card. Not only would it have to be tested twice, but I can hear our already stretched thin art department complaining already. :p

If we're going to do a second version of a design, I don't want it to be based off of figure price.
 
Re: The Book of Joker's Goons

Never going to happen Smithy, nice to see ya looking for a compromise though.

I like option B myself.

A squad who bonds with an Insane Hero and then Harley bonds with them. That's a lot for 1 OM in a faction who is very tough already is my reasoning. Also Joker V1 messes up several teams with bonding/OM management already, with these guys you will probably never get to take Joker out early. Putting several teams at even more of a disadvantage.

Nothing wrong with being a good counterdraft but just saying they are going to be tough against a lot of teams.
 
Re: The Book of Joker's Goons

HQ is not currently bonding w/the Goons. They have a desperate personality rather then an insane one. Then as long as the OM needs to be on the Goons card in order to activate a bonded Insane figure, HQ could be the figure activated but would not get to activate after a different Insane hero went.
 
Re: The Book of Joker's Goons

That's what I get for skimming. I assumed they were Insane, (wasn't they Insane at one point) my mistake. I like option B still though, based on my second point.
 
Re: The Book of Joker's Goons

Nope, they have been desperate from the get go. I did so to avoid the HQ bonding & because I think it better fits who they are. Everyone who follows the Joker is not necessarily insane, they just have to be pretty desperate to work for such an individual as well as tempted by greed.
 
Re: The Book of Joker's Goons

Nope, they have been desperate from the get go. I did so to avoid the HQ bonding & because I think it better fits who they are. Everyone who follows the Joker is not necessarily insane, they just have to be pretty desperate to work for such an individual as well as tempted by greed.
That's good reasoning and execution, sorry that I was mistaken. :oops:
 
Back
Top