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The Book of Spider-Man

Griffin

Founding Member of C3G and C3V
Site Supporter
The Book of Spider-Man (Peter Parker)

C3G MARVEL WAVE 6
AVENGERS ARRIVE

C3G_SpiderMan_comic.png

Comic PDF


The figure used for this unit is a Heroclix figure from the Mutant Mayhem set.
Its model number and name are #058-060, #219 / Spider-Man.
Its model number and name are #208 / Peter Parker.
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Character Bio - When scrawny Peter Parker was bitten by a radioactive spider, his DNA was somehow mutated to adopt the spectacular abilities of the common spider. This allowed him to crawl up walls, to leap incredible heights, lift over 1,000 pounds, and he even gained the uncanny sixth sense, or spider-sense that arachnids seem to have when they are threatened or in danger. Using his brilliant and scientific brain, he created for himself handy dandy web shooters that shoot out his very own web fluid - another of his creations - so that he can swing from building to building. Criminals beware, this friendly neighborhood Spider-Man catches criminals just like flies.
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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:
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-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-
Card Updates:
21 November 2020 - Web Swing wording update
 
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NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CRIME FIGHTER
PERSONALITY = TRICKY

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 6
RANGE = 4
ATTACK = 4
DEFENSE = 3

POINTS = 250


SPIDEY-SENSES 9
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 4 from the roll if the attacking figure is a Symbiote. If you roll 9 or higher, Spider-Man takes no damage and may immediately use his Web Swing 2 special power.

WEB SWING 2
Instead of his normal move, Spider-Man may move up to 2 spaces with Web Swing. When moving with Web Swing, Spider-Man has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times.

WEB SLINGER
If Spider-Man did not move this turn, before attacking, you may choose a non-adjacent small or medium figure within 4 clear sight spaces of Spider-Man. Place Spider-Man adjacent to the chosen figure or place the chosen figure adjacent to Spider-Man. If Spider-Man attacks the chosen figure this turn, the chosen figure rolls 2 fewer defense dice. Figures moved by Web Slinger will not take any leaving engagement attacks.

SUPER STRENGTH
 
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This is based on what Spidey'tilIDie and I had talked about previously. Please give plenty of feedback.
 
I love the powerset. Feels like an evolution of the original Spidey. 260 for the points seems really high. Would like to see him come in at 200 or less.

Web slinger doesn't specify LEA. So they would happen? Also this might be a a good place to tie in SS restriction? Can he pull in Rhino with his webs?
 
Also, I don't have that mini figure (which looks great btw) I wonder if he could be classified as a medium 4? Tough to tell because he's hunched over.
 
I agree about the price range - but I'd be surprised if this guy really comes in at 100 points higher than the official Spidey.
I could see adjusting his defense down to 4 if needed to get him closer to 200. I think 180-210 points is about ideal for this guy. :)
 
Web Slinger could also be bumped to +1 attack to help keep cost in check. Hopefully Spidey will be attacking on height most of the time with this power so he'd be throwing 6 dice which is respectable.

I've been thinking about this design all morning and I can't wait to try it out. Enhanced Swing Line plus Web Slinger just looks like so much fun. :excited:
 
When using Web Swing 2 after Spidey-Sense can you use it 2 additional times? If so I'm guessing the only reason to keep it 3 moves of two is the theme of swinging around.
 
When using Web Swing 2 after Spidey-Sense can you use it 2 additional times? If so I'm guessing the only reason to keep it 3 moves of two is the theme of swinging around.

Yeah, it also forces you to find placement for the figure every 2 spaces. So it could make it tricky to use on some maps. I REALLY like the change to Swing Line. As a plan B, if placement becomes too tricky it could be Swing Line 3 and you use it one additional time.
 
Web Slinger could also be bumped to +1 attack to help keep cost in check. Hopefully Spidey will be attacking on height most of the time with this power so he'd be throwing 6 dice which is respectable.

Yeah, I thought of that too - good point about him being able to use it from height most of the time. I think I might be in favor of it being a +1 in general, since there's an extra +1 hidden in there most of the time anyway.
 
When using Web Swing 2 after Spidey-Sense can you use it 2 additional times? If so I'm guessing the only reason to keep it 3 moves of two is the theme of swinging around.

Yeah, it also forces you to find placement for the figure every 2 spaces. So it could make it tricky to use on some maps. I REALLY like the change to Swing Line. As a plan B, if placement becomes too tricky it could be Swing Line 3 and you use it one additional time.
I think you "get it".

So far our three big Spidey Villains are Green Goblin, Elektro, and Doc Ock.

Green Goblin - on GG's turn, Spider-Man will trying to get as far away from him as possible with that relentless SA followed up by a normal attack.

Elektro - Spidey won't want to engage him or risk being SHOCKED!!!!

Doc Ock - he has Cyber Claw, and so Spidey doesn't want to engage him until he is good and ready for the final showdown, or else he would be a sitting duck for everyone else.


So you can see, more movement is great for Spidey, but you pay for it at the risk of running into some Sinister villains. ;)



Bats' life of 4 is puke worthy IMO. Spider-Man should definitely keep that life of 5 we are all used to and he deserves it. However, the point cost was simply what Spidey was "wanting" Spider-Man to cost, this writeup will ultimately determine that though, and I don't mind tweaking things to bring his cost down. Though I don't think he is worth quite that much right now.

One thing to consider though is that his constitution is great, and it can be cracked, but only after cracking Spider Sense. That makes him very difficult to kill.
 
I didn't see anyone saying anything about lowering his life ... so I think we're all on the same page there. :)
The Spidey-Sense/tough constitution combo was why I thought a lowering of his defense to 4 might be worthwhile. Hasbro Spidey is built that way and staying power is definitely not his problem - it's being able to put in strong or multiple attacks (depending on who he's facing). This Spidey has the ability to put in strong attacks. I'm not sure he needs more staying power than Hasbro Spidey, though, personally.
 
Oh, I read "in my mind I guess" that you wanted to drop his life to 4. Dropping his defense to 4 works for me.


I do like the +2 though.
 
Yeah, I'm cool with a Spidey who can hit really hard when he positions things correctly. I think a Spidey who stuck around even more annoyingly than the Hasbro one is less appealing, though. :p
 
I've used the Hasbro Spidey quite a bit, and he is usually the last figure left on the board as it is at 160. I think constitution definitely isn't a problem for him. A little more mobility and attack potential would definitely be worth an extra 20-30 points.
 
Wow, Griff, I am happy that this looks exactly like we talked about. Thank you for posting this guy and getting him started. Thanks also to all you guys for supporting the ideas so far. I would be OK with his Defense going down, even to three maybe. But I think his Life should be 6. Here is why:
Spidey rarely gets hit, however he doesn't usually go down with one hit when he is hit, his constitution is greater than that. However, the likes of Hulk, Superman, and Thor could definately deck him with one punch. So, assuming his Spider-Sense fails him, with Attacks of 6 (or 12), 7 (or 8 ), and 8 these guys could deck him with one punch if they get past the d-20. That is super-theme awesomeness, IMO!

SO,
Life 6
Defense 4 (or even 3) Thoughts?
 
I like Life of 5, Defense of 4. I think the Hasbro Spidey plays exactly right for Spidey in terms of elusiveness, annoyingness, and staying power. I don't think we'd want to put out a Spidey with less staying power.
If we go with what you're describing, though, I think we might want to try Life 6, Defense 3, and a lowering of Spidey-Sense to something like 9 or 10!
 
OK, after reading Bats thoughts on top of my own, here is some tweaks that I am really in favor of:

Scientist (I'd like to see anyone who isn't a Scientist invent web-shooters!)
Life 6
Defense 3
Spidey-Sense 9
 
Scientist would be a cool way of giving him quasi-synergy with the Fan Four, which, given their history, seems about right ...
 
OK, after reading Bats thoughts on top of my own, here is some tweaks that I am really in favor of:

Scientist (I'd like to see anyone who isn't a Scientist invent web-shooters!)
Life 6
Defense 3
Spidey-Sense 9

Scientist would be a cool way of giving him quasi-synergy with the Fan Four, which, given their history, seems about right ...
I like all of that guys. :D:up:
 
:word: Also, I don't know that I want to see him with the full Fantasy Four bonding (current comics continuity not withstanding).
 
I thought there was no using the same power name if the powers were different?

C3G
SPIDEY-SENSE 11
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 11 or higher, Spider-Man takes no damage and may immediately use his Web Swing 2 special power.

Original
SPIDEY-SENSE 11
If Spider-Man is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally, If you roll an 11-20, Spider-Man takes no damage and may immediately move using his Swing Line 4 Special Power.
 
WEB SWING 2
Instead of his normal move, Spider-Man may use his Web Swing. Web Swing has a move of 2. When counting spaces for Spider-Man's Web Swing movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Web Swing more than 40 levels up or down in a single Web Swing. If Spider-Man is engaged When he Spider-Man starts to Web Swing, he will not take any leaving engagement attacks. After using Web Swing 2, you Spider-Man may use it two additional times.

WEB SWING 2
Instead of his normal move, Spider-Man may use his Web Swing. Web Swing has a move of 2. When counting spaces for Spider-Man's Web Swing movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Web Swing more than 40 levels up or down in a single Web Swing. When Spider-Man starts to Web Swing, he will not take any leaving engagement attacks. After using Web Swing 2, Spider-Man may use it two additional times.
 
I thought there was no using the same power name if the powers were different?

C3G
SPIDEY-SENSE 11
If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 11 or higher, Spider-Man takes no damage and may immediately use his Web Swing 2 special power.

Original
SPIDEY-SENSE 11
If Spider-Man is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally, If you roll an 11-20, Spider-Man takes no damage and may immediately move using his Swing Line 4 Special Power.
It is pretty much the same power, just dropped some unneeded text (something we have made a habit of) and it triggers a different but similar power to Swing Line.

Are you really concerned that this may confuse someone? I don't see how it could.
 
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