This is a second proposed Heroscape set. It would have ten figures like the existing Marvel set, but in lieu of a destructible object it would come with a Sentinel figure. However, I ran into some snags in the casting
For the X-men, Cyclopse, Phoenix, Storm, and Wolverine were obvious choices, but the fifth slot was tricky. I would have loved to do Beast but couldn't devise a unique set of abilities. Nightcrawler, Rogue, Iceman, and Kitty Pride would also make viable candidates, but I ultimately went with Colossus due to raw endurance and the Fastball Special. The others would all make good supplemental characters.
The villains also gave me trouble. I originally chose Magneto, Sabretooth, Mystique, Apocalypse, and Mr. Sinister, but then I remembered the Juggernaut, whose significance can be seen from space. Who to loose? Apocalypse's Size Change power is garbled at best. Sinister is the least recognizable but has an interesting set of abilities.
The peoples, what's your take?
As before, any powers without descriptions can be found on the
Heroscape website. Cyclopse
Mutant
Teacher
Disciplined
Medium 5
Life 3
Move 5
Range 8
Attack 4
Defense 3
Double Attack (Syvarris, others)
Tactician (Captain America)
Notes: Cyclopse is little more than a souped up version of Syvarris, and should be very cheap by superhero standards. 125-150 points.
Phoenix
Mutant
Advocate
Merciful
Medium 4
Life 4
Move 5
Range 5
Attack 3
Defense 4
Flying (common)
Rejected by Death (Thanos)
Telepathy--- Instead of attacking, Phoenix may look at all of the order markers on the army card of a figure within clear sight. You may then rearrange your army's order markers.
Notes: Likewise, Jean is a cheaper version of Thanos. Her main purpose is tactical rather than offense or defense. 200ish points.
Storm
Mutant
Goddess
Wild
Medium 5
Life 3
Move 6
Range 6
Attack 4
Defense 3
Flying
Storm Aura 4--- Any flying figure which comes within 4 spaces of Storm must land and end his move. Figures beginning to move within the aura cannot use Flying or Stealth Flying. Any opponent within Storm's aura using a normal attack on a non-adjacent target rolls one less attack di.
Notes: Storm can be used offensively or defensively. She's a flying ranged attacker who can neutralize these strengths in her opponents. 160-200.
Colossus
Mutant
Adventurer
Valiant
Medium 6
Life 6
Move 5
Range 1
Attack 5
Defense 4
Super Strength (common among Marvel Heroes)
One Shield Defense (Crixus)
Fastball Special--- After moving and before attacking, Colossus may throw an adjacent small or medium friendly figure, by moving it up to five spaces. The figure receives no leaving engagement attacks. Upon landing the figure may then attack an adjacent opponent with a normal attack.
Notes: Colossus is more enduring than powerful, but makes a good partner in a melee offense. 200-250.
Wolverine
Mutant
Beast
Ferocious
Medium 4
Life 4
Move 5
Range 1
Attack 7
Defense 5
Phantom Walk (Shiori, others)
Berserker Rage Special Attack--- Attack 1 Range 1. Roll one attack di for each adjacent figure. These figures may not roll defense. If any opponent targets Wolverine with a successful mind effect (such as Telepathy, Mind Control, Mind Shackle, or Mind Swap) Wolverine may ignore the effect. If he does, he immediately performs the Berserker Rage Special Attack.
Improved Regeneration--- At any time, Wolverine may remove an unrevealed order marker from his card. When he does, you may remove one wound marker from his card. When Wolverine is defeated, replace Wolverine's figure with the Wolverine Glyph. You may continue to use Wolverine's Regeneration power by removing an unrevealed order marker and rolling the 20 sided di. If you roll a 13 or higher you may remove a wound marker. When Wolverine has fewer than three wound markers he may return to his space if vacant.
Notes: For the regular version of Regeneration, see Sabretooth below. Wolvie is a relentless killing machine, with a point value in the neighborhood of Captain America's 220 points.
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Magneto
Mutant
Terrorist
Resolute
Medium 5
Life 4
Move 6
Range 6
Attack 4
Defense 5
Flying
Magnetic Assault--- Against Soulborgs and figures in full metal armor such as knights, Magneto's attack value is 7.
Magnetic Disarm--- Any figure carrying a metal weapon such as a gun, spear, blade, or arrows must be adjacent to attack Magneto with a normal attack, and rolls one less attack di.
Notes: A strong ranged attack piece, Magneto should fall right into the same 240 point power groove as Iron Man and Dr. Doom. He is still vulnerable to special attacks and empty handed opponents.
Sabretooth
Mutant
Beast
Ferocious
Medium 6
Life 5
Move 5
Range 1
Attack 6
Defense 5
Super Strength
Phantom Walk
Regeneration--- At any time, Sabretooth may remove an unrevealed order marker from his card. When he does, you may remove one wound marker from his card.
Notes: A weaker counterpart to Wolverine, resembling the 190 point Red Skull.
Mystique
Mutant
Terrorist
Tricky
Medium 4
Life 3
Move 5
Range 1
Attack 2
Defense 5
Phantom Walk
Impostor--- When Mystique moves to become adjacent to a figure, her attack value is raised by +3 for this turn. When Mystique successfully defends an attack, you may choose a figure within the attacker's range to receive one wound.
Notes: A cheap hero with a specific application. 100-120 points.
Juggernaut
Human
Destroyer
Relentless
Large 7 (two space base)
Life 8
Move 6
Range 1
Attack 7
Defense 6
Trample Stomp (Tor-Kul-Na)
Unstoppable--- When the Juggernaut attacks a destructible object, if he inflicts at least one wound marker the object is destroyed. The Juggernaut may then move two spaces to the other side of the object.
Notes: A big bad melee attacker resembling Abomination. 320ish points.
Apocalypse
Mutant
Conqueror
Egomaniacal
Size Special (actual size 6, single space base)
Life 8
Move 6
Range 5
Attack 5
Defense 7
Super Strength
Size Change--- At any time Apocalypse can change his hight and size. He may grow no larger than 20 or shorter than 2. He may move across water as though he has a double space base. Apocalypse can pass through any tight quarters as long as he ends his move on a space which accommodates him. If shrinking causes Apocalypse to become unengaged he is subject to leaving engagement attacks. Line of sight is determined with the figure's normal size.
Notes: Apocalypse is an enduring tank with an unusual advantage. He should be right around 300.
Mr. Sinister
Mutant
Mastermind
Ruthless
Medium 5
Life 5
Move 5
Range 1
Attack 3
Defense 5
Super Strength
Telepathy (as Phoenix above)
Mind Control--- Instead of attacking, Sinister may attempt to mind control one figure within clear sight. Roll the 20 sided di. For friendly figures roll 6 or higher to take a full turn with that army card; for an opponent's figures you must roll 13 or higher.
Notes: A leader in the 200 point range.
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Sentinel
Common Hero
Android
Hunter
Relentless
Huge 10 (two space base)
Life 6
Move 5
Range 5
Attack 4
Defense 4
Flying
Mutant Hunter: Against mutants, the Sentinel's attack and defense values are seven.
Notes: Competent against most, but a horror against mutants. 250ish.
Beyond the X-Men and FF sets, I would love to see Small Expansion Packs to fill in the cracks of crucial characters, such as Thor and Dr. Strange.