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Heresy: SWM'ing Heroclix figs Options
ludd_gang
Posted: Tuesday, August 10, 2010 11:06:26 AM
Rank: Knobby White Spider
Groups: Member

Joined: 8/10/2010
Posts: 38
Location: Renton WA
Hi all,

I'm new to the game, and would like to do some HC mods. No idea where to begin costing. Any feedback is appreciated. Smile


Invisible Girl
Points: 10
HP: 50
Attack: 4
Defense: 18
Damage: 10

Special Abilities
Unique
Invisibility: This character can be targeted only by attacks from adjacent creatures. It never counts as the nearest enemy.

Shields 2: When this character would take damage from any source, make 2 saves, each needing 11 to succeed. For each successful save, reduce the damage dealt by 10.

Force Powers
Force 1

Force 1. Adjacent allies gain Shields 2 for the rest of the round.



Spiderman
Points: 55
HP: 120
Attack: 12
Defense: 22
Damage: 20

Unique
Melee Attack
Triple Attack

Spider sense. When this character is hit by an attack, it takes no damage with a save of 11.

Wall climber. This character ignores difficult terrain, enemy characters, low obstacles, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall.

Web swing: Instead of taking its normal turn, this character may select an adjacent allied Medium or smaller character. This character and any selected character then move up to 12 squares, and both have the Flight special ability for the duration of their movement. The ally must end its move adjacent to this character.

Webbing: Range 6. Stuns target and adjacent. Save 11. No effect on huge+.


Storm
Points:
HP: 30
Attack: 12
Defense: 17
Damage: 30

Unique
Flight

Force Powers
Force 1

Force Renewal 1.

Fog. (Force 1, replaces attacks) All squares within 6 squares provide cover for the rest of the round. Line of sight passing through these squares provides a defender Advantageous Cover (+8 Defense).

Force Push 3: (Force 3, range 6, replaces turn) Target and characters adjacent to it take 30 damage. Huge and smaller characters are pushed 3 squares away from the acting character.

Force Lightning 5: (Force 5, range 6, Replaces turn) 60 damage to one target enemy and two characters adjacent to that target. Stuns Huge or smaller; save 16.


Abby Chase
Points: 25
HP: 70
Attack: 10
Defense: 17
Damage: 20

Unique
Stealth

Mobile Attack: This character can move both before and after attacking.

Opportunist: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has activated this round.

It’s a Trap!: Enemies with Stealth within 6 squares are treated as if they did not have that special ability.

Silver Sable
Points: ??
HP: 100
Attack: 10
Defense: 17
Damage: 20

Unique
Triple Attack

Furious Assault: Replaces turn. This character can move at double speed then attack every legal target once.

Grenades 10: Replaces attacks; range 6; 10 damage to target and to each character adjacent to that target; save 11.

Commander Effect
Followers with mercenary gain Furious Assault.

ludd_gang
Posted: Wednesday, August 11, 2010 8:26:29 PM
Rank: Knobby White Spider
Groups: Member

Joined: 8/10/2010
Posts: 38
Location: Renton WA
Updated.
TheChosenOne
Posted: Thursday, August 12, 2010 1:36:09 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/3/2010
Posts: 89
everything is under priced, except for Spidey. He is close but slightly overpriced. Invisible Girl caught my eye as soon as i saw your characters. she is WAY under-priced. She needs to be at LEAST 24 points.

Silver Sable should cost around 37-42 points because of the insane CE.

I take back the underprice with Abbey Chase. She looks good to me.

Storm should cost about 28-31.


i would take the shyrack and mod it for Storm.
ludd_gang
Posted: Thursday, August 12, 2010 6:54:19 AM
Rank: Knobby White Spider
Groups: Member

Joined: 8/10/2010
Posts: 38
Location: Renton WA
Thanks, ChosenOne!

Question on Furious Assault: Does it get around the Mercenary drawback? I wasn't considering that when I came up with it.
Warlord_Hett
Posted: Thursday, August 12, 2010 7:30:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/24/2009
Posts: 107
Location: Winnipeg, MB Canada
No it does not get around the drawback of the mercenary ability. For this reason it should not drive the cost up very much. In fact a nearly identical commander effect (also granting deadeye) is already on an existing piece at 24 points-the mercenary commander.
TheChosenOne
Posted: Thursday, August 12, 2010 10:11:39 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/3/2010
Posts: 89
But, the merc commander gives out a different stated ability.

Furious assault goes to 12 squares, not double speed.
Warlord_Hett
Posted: Friday, August 13, 2010 2:29:43 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/24/2009
Posts: 107
Location: Winnipeg, MB Canada
TheChosenOne wrote:
But, the merc commander gives out a different stated ability.

Furious assault goes to 12 squares, not double speed.


I dont see how it's a different stated ability, they are both Furious Assault and
Furious Assault does go to double speed according to the full glossary definition. 12 squares is just what is shown on the card. All mercenaries currently have speed 6 anyway so double speed is 12 squares regardless.
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