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Yes, this is exactly the sort of thing I was hoping for. The Rogues may not be one of my favorite groups, but they do have their charm. I particularly like the +2 attack in conjunction with Mirror Master, who's transporter move-attack ability is usually nearly worthless because of the -2 attack penalty. Have you tested it out? Do you find 5 points per Rogue to be an appropriate cost?
The does remind me that Wizkids could really stand to remake Weather Wizard, as well as some of the "new school" Rogues (Girder, Magenta, Cicada, Plunder, Murmur, Double-Down).
Great work, once there's enough of these I'm going to petition my local judge to include them as print-and-play elements. More ATAs please
I run the rogues a decent amount of times. If you go full theme team, 5 points can be pricey. But when you "Hire" a rogue to help out, its a bargain. I use the E Mirror Master A LOT. He carries around Metallo and is just nasty. He will be carrying around Doomsday, now, too. You add another Wildcard onto the team and that extra +2 vs certain pieces works. Remember, the Transporter symbol allows you to USE HYPERSONIC SPEED. (Coincidentally, the ATA predates that wording change).
RE High Movement: Its a little too much, I think. 10 movements are really common and while it would make it a "more useful" ATA, as readers from the beginning know, I'm looking for balance and comic-accuracy. The Rogues shouldn't be awesome at taking down the likes of Darkseid, for example.
Visible Dials and Pushing Damage need to be optional. This is the way.
Nah, the Invaders have already get a rather useful shared 18 defense thanks to SI Namor. They are already quite playable, especially with a handful of feats.
Injustice Gang, now there's a team that could use a better TA.
Nah, the Invaders have already get a rather useful shared 18 defense thanks to SI Namor. They are already quite playable, especially with a handful of feats.
Injustice Gang, now there's a team that could use a better TA.
But they're only playable IF you use that Namor, who generally is too expensive to put on Invaders teams. But you're forced to find a way anyway.
Can you tell I've tried to make Invaders teams? Still have yet to actually run one though.
Christ did not come to condemn the world, but to save it.
Okay - I'm jumping way ahead in the design process. Most of what I have shared has been in order, generally speaking. You can tell by the numbers at the bottom.
But with all these ATA's being share AND with so many asking for it, I give you the Sinestro Corps Alternate Team Ability.
Where did I start? Fear.
How to create the feeling of fear in a game? I was focusing on the idea of people quaking in their boots, paralyzed in fear, panic, etc.
The Watchmen TA was an inspiration - I liked the idea of people unable to stop you from fear so I created the first part - so you could run a Yellow Lantern by themselves (they are still scary). The idea that you can't stop their attacking resounded with me, hence the tweak.
But I wanted something to represent the mass of Yellow Lanterns coming at you and so I added the second part - where when you faced a pair or more you were too scared to do much but cower.
My only regret is not including the Manhunter keyword for obvious reasons. I was so focused on one keyword I just dropped the ball.
Still, in the few times its been used, its proved a neat addition.
I am in the process of trying to deliver more ATA's with the Lanterns in mind (and others). As WK releases their official ones, it opens the door for more ideas.
Hopefully you enjoy this one.
Visible Dials and Pushing Damage need to be optional. This is the way.
Sorry it took a while to reply to this, but I do like the ATA for the Sinestro Corps. At only 3 points a character it is perhaps a little too cheap. Though, wizkids has hardly been consistent with the pricing on it's ATA's: some like the Amazons seems nearly useless considering how much you are likely paying for them, while others like Secret Six seem quite abusable, especially considering teams that can wildcard-copy them for "free".
Anyway, I think that either function of the Sinestro Corps ATA would be worth the 3 points, while having both (which I do like) could cost perhaps 5 points.
Sorry it took a while to reply to this, but I do like the ATA for the Sinestro Corps. At only 3 points a character it is perhaps a little too cheap. Though, wizkids has hardly been consistent with the pricing on it's ATA's: some like the Amazons seems nearly useless considering how much you are likely paying for them, while others like Secret Six seem quite abusable, especially considering teams that can wildcard-copy them for "free".
Anyway, I think that either function of the Sinestro Corps ATA would be worth the 3 points, while having both (which I do like) could cost perhaps 5 points.
Still, good work!
A lot of the Corps are either quite expensive or have average stats. I didn't want to saddle them with an even greater expense. Plus, don't forget, to gain the second benefit you need 2 characters using it - so it has a built in upgraded cost of 6 points.
Visible Dials and Pushing Damage need to be optional. This is the way.
I know a lot of players bash on Incapacitate. Your truly is not one of them. I've managed to punish tent-pole figures with the baby blue color many, many times.
Its a slow death - but oh, so satisfying (sorry Mongoose's Magog ).
But in recent sets there has been a change. With Special Powers and the creation of Indomitable, Incap has become a lot less effective.
I can still use it to get on the "other side" of the action and slow a beat stick down, but the Imperv or Invuln isn't going away. So then why Incap?
Taking this to heart and hitting the source books (comics), I present Hold.
Sorry for the ####-eyed photo. I do have digital images of all of my feats and ATA's so if you want them, PM me your e-mail addresses. You need Adobe Acrobat to open them and I can't figure out a way to post them here.
Back to Hold. I loved the idea of Captain Cold freezing Flash's foot, slowing him down. Iceman blocking in a Sentinel! Dr. Strange using magic to stop a demon.
But that kind of works like Incap already - so I added a boost. And to really make it effective I added the +2 for "teammates". The 0 damage value was to prevent its combination with Stunning Blow - a feat that is used a bit too often.
Now a figure with a 4 damage + Incap would likely opt for Stunning Blow, still. But those 0, 1, or 2 damage value pieces may consider Holding the opponent so his / her pals can get a good lick on them.
Enjoy!
Visible Dials and Pushing Damage need to be optional. This is the way.
Wondering where batcrazee is in this process, hope it is coming along well.
Thank you
I was hoping to put them in my album but I cannot figure out a way to get them there. The files are a PDF.
If you want the digital versions (or anyone for that matter) just PM me your e-mail address and I will e-mail them to you (and maybe a few unrevealed ones as well).
If ANYONE knows how to post a PDF to the Realms (or convert a PDF to something usable here) please let me know.
Visible Dials and Pushing Damage need to be optional. This is the way.
Every now and then you get a good idea and while trying to make it work you lose sight of the forest through the trees.
Here is the set up:
Blackheart25 had a problem. He wanted to use a Suicide Squad team but one of his favorite pieces Major Disaster - didn't have the Team Ability. The team ability is the best thing about the Suicide Squad - so with this dilemma, I went into design action.
I wanted a way to allow figures to use a team ability - ideally because of a comic-accurate theme - but I am not a snob that I will make a game that works only as I see "fit".
wording became a problem and the more restrictions put in, the wordier and wordier it got. Tweaking and tweaking, I finally ended up with Affiliate:
Most freak when they see the cost. The reason it is so expensive is to curb abuse. If you notice, you get a 5 point deduction for every additional character you add to your team - so it favors a team with lots of characters over a team with 1 or 2.
So if you throw together a Marvel Knights team and you wanted Major Disaster to have the Suicide Squad Team Ability - you could spend 40 points on Affiliate, add Deadshot and bammo - Major Disaster has the Suicide Squad Team Ability. If you team consisted of a Count Vertigo - the cost for Affiliate would be 35 points. Add in 2 Multiplexes and the cost is 25 points. Red Arrow? No change in price. But Bronze Tiger, King Shark, and E Knockout would make the cost of Affiliate a lowly 10 points for Major Disaster.
The Feat works as is - but in hindsight I would have made more Alternate Team Abilities instead. But WK hadn't changed their ATA format at the time and I try to develop elements that fit within the current rules.
Its a little wordy but regardless enjoy Affiliate.
Visible Dials and Pushing Damage need to be optional. This is the way.
If ANYONE knows how to post a PDF to the Realms (or convert a PDF to something usable here) please let me know.
Easiest method would be to screencap with the PDF open and then paste the shot in photoshop (or the equivalent). Crop and save as an image and you're good as gold.
Quote : Originally Posted by Dragon
Oh thank god. If it is you, then I'll go for it. It must be someone who is trust worthy. Thankfully you fit that bill perfectly!
Quote : Originally Posted by th3foot
There's competent, and incompetent, and then there's WizKompetent.