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Author Topic: Captain, Bucky and Red Skull Super System stats  (Read 3562 times)

Offline fergal

  • Mad Scientist
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Captain, Bucky and Red Skull Super System stats
« on: September 23, 2011, 08:39:58 PM »
Anyone worked these out yet?  I'm half way through the SuperSystem book and am wondering what these guys stats will look like.

Any help/advice would be appreciated.  Just curious is anyone had already done it. (I mean of course they have, but anyone around here) :)

Offline SgtHulka

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Re: Captain, Bucky and Red Skull Super System stats
« Reply #1 on: September 24, 2011, 05:04:00 AM »
If you ask three different people you'll get three different versions. Heck, I think Heroclix has made about ten different versions.

If you go to the Annex, http://dave.dynip.com/S2Annex/, under Character Sheet/Team Builder you'll find a number of Marvel Characters, including Captain America. These are converted from the old Marvel RPG Stats.

Agis has a different version of Captain America on his super hero page, http://www.agisn.de/html/superheroes.html. He's got some cool Weird War II villains, too, but I don't think he has Red Skull.

EDIT: Your post motivated me to re-do my Cappy and Bucky:

Captain America
Affiliation: Invaders
BP: 85
AP: 7
Attributes
Strength 5 Agility 5 Mind 2 Resolve 5
Powers/Character Mods
Bucky: Sidekick x 12
Combat Prowess x 2
--Super x 1
Cunning
Shield Trick Elemental Control (13 pt. pool)
--Full Slot (Shield Throw/Bounce: 5D [1] Blast AOE Ranged Attack 16" Short Range Only)
--Half Slot (Shield Block: 7D [1] Force Field)
--Half Slot (Shield Smash: 7D [1] Melee Attack)

Bucky
Affiliation: Invaders
BP: 60
AP: 7
Attributes:
Strength 4 Agility 4 Mind 3 Resolve 3
Powers/Character Mods
Banter x 2
Combat Prowess x 2
--Super x 1
Melee Attack x 2
--Super x 1
Tommy Gun: 5D Ranged Attack, Gear, Spray Only, Limited Ammo (Burnout 2)
« Last Edit: September 24, 2011, 03:17:33 PM by SgtHulka »

Offline fergal

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Re: Captain, Bucky and Red Skull Super System stats
« Reply #2 on: September 24, 2011, 04:22:16 PM »
Thanks Mate!  Those two links are worth gold to me as far as getting started and seeing how it's done.

Offline fergal

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Re: Captain, Bucky and Red Skull Super System stats
« Reply #3 on: September 25, 2011, 07:47:08 PM »
Thanks again Sgthulka,

The elemental control pool is making my brain hurt just trying to read it.  Is it easily explained anywhere?

Verbal

Offline Agis

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cheers and keep on gaming, Agis - https://www.adpublishing.de

Offline SgtHulka

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Re: Captain, Bucky and Red Skull Super System stats
« Reply #5 on: September 26, 2011, 01:48:58 PM »
Thanks again Sgthulka,

The elemental control pool is making my brain hurt just trying to read it.  Is it easily explained anywhere?

Verbal

It basically just gives you a pool of points that you can use for any of the slots. You spend the points for the pool, and then spend 4 points for a full slot or 2 points for a half slot. A full slot can use all the points from the pool, a half slot only half the points in the pool.

The easiest way to use an elemental control pool is for attack powers, since you can only use those one at a time, anyway. For example, let's say I had a superhero that I wanted to give a 8D [1] Ranged Attack and a Flare Attack. I could buy those attacks seperately, the 8D [1] Ranged Attack for 19 points (16 pts. for the 8 dice and 3 points for the super die) and 10 points for the Flare. That's a total cost of 29 points.

Or, I could put them both into an Elemental Control Pool. I buy a 19 pt. Elemental Control Pool, which costs me 19 points. Then I buy a 4 point "Full Slot". That's for the Ranged Attack. Since it's a Full Slot, I can draw on the full 19 pts. when using my Ranged Attack, i.e. 8D [1]. Now I buy a 2 point "Half Slot". Since it's  a Half Slot, I can only draw on 19 x 1/2 (rounded up to 10). Flare costs 10 points, so I can put Flare in the Half Slot. The total cost to my Superhero is 25 points; I've saved 4 points.

There is a disadvantage: It costs 2 Action Points to change between slots in an Elemental Control Pool. So taking our example above, if the superhero just shot a villain with Ranged Attack on Turn 1, and on Turn 2 the superhero wanted to shoot off a flare, the superhero would first have to spend 2 Action Points to shift his/her Elemental Control Pool slot from "Ranged Attack" to "Flare".

So now look at the Captain America I posted. He has a Full Slot and two Half Slots in his Elemental Control Pool. My intention is that in hand to hand combat he will have both Half Slots active (since each only draws on Half of the Pool, he can have them both active at the same time). So in Hand to Hand Combat the shield will give him a Physical Defense of 7D [1] (for the Force Field) and a Damage of 7D [1] (for the Melee Attack). In other words, he's a pretty powerful hand to hand combatant with the shield. However, if he wants to throw the shield, he spends 2 of 7 Actipn Points and switches his Elemental Control Pool  to the Ranged Attack Full Slot. Now he can spend 3 or his remaining 5 Action Points to make a 5D ranged attack, but he no longer has his Force Field or Melee Attack active. Without his Force Field, his Physical Defense drops to his Agility, which is only 5. And his Damage drops to his Strength, whish is also only 5. He's temporarily vulnerable. Next turn, his shield bounces back to him, and he can spend 2 Action Points to switch back to his Half Slots.

Offline fergal

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Re: Captain, Bucky and Red Skull Super System stats
« Reply #6 on: September 26, 2011, 06:32:10 PM »
Thanks SgtHulka, a VERY well delivered explanation.  I appreciate it, I think you need a really solid-familiar example of how it works to truely grasp it.  I think I've got it now.

Great work, I'll use your points cost as my starting point for these lads as They are going to be starting in the paint queue this week.

Fergal

 

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