Monday, 29 October 2018

Homebrew BMG- Green Lanterns!

Something a bit different today, a couple of weeks ago I decided I would try my hand at some custom cards, using the template that is widely available online. With this, I thought I would add some of the characters related to the Lantern Corps side of the DC Universe, partly as a theoretical exercise, but mostly because I was reading a lot of Green Lantern comics at the time and wanted to use them in game. Hal does have rules for DCU, as do Sinestro and Atrocitus, but Hal is somewhat underwhelming and not worth his cost compared to similarly costed options. That said, his sculpt is great, and I wanted to have another way to use him, so here we are!

Power Ring Trait
Before we start, I'll talk about the Power Ring trait I have written for all of these models. It is supposed to reflect not just the Green Lantern ring, but also most other Lantern Corps rings (which I would modify in other traits where appropriate)
Mobility
The ring gives wearers flight abilities in the comics, usually at quite high speeds, so Fly and Flying High make sense in this case. Just things that are appropriate to the characters and don't affect balance much.
Offence
Ring constructs have a tendency to be large, and hit hard, so I decided to reflect that in the rules. Reinforced Gloves with Reach aren't that big of a thing balance wise, and free pushes are becoming more and more common nowadays, so I feel like it's not that big of a deal.
Defence
Energy Field is the main defensive ability given by the ring, but the immunity it gives to some traits is also important. Immunity to Steal is purely practical, as it saves having to write another paragraph on what is lost when weapons are stolen (or stealing the ring itself), while Hypnotise is something the Lanterns usually have the willpower to shake off quite easily.
Hal was the first Lantern I decided to write, because as mentioned I already had the model. I wanted to make something that captured the feel of the character, but was also balanced for BMG and not stupidly over the top. The first thing he needed was a high willpower, because he's a Green Lantern so duh, but also because he's well known for being incredibly strong of will, even relative to other Lanterns. The other unique thing I gave him was Ace Pilot, which allows him to gain Dodge if he uses Fly or Flying High. This is to reflect his skill in the air, which far surpasses any other human Lantern (and most aliens) but still being able to be ignored by savvy players.
Offence
One of Hal's most famous attack styles is his Green Gatling, which also makes it into his DCU version. I decided to add it here as a one use light show, as Ammo:1 and Beam means it can't be topped up. The expensive funding cost on him reflects its effectiveness, but with no bonuses to hit it is best suited to shooting at low defence models, especially henchmen.
Defence
Nothing really special to write home about other than Ace Pilot and what Power Ring gives, so I'll leave it at that!
With John, I wanted him to be a leader and a soldier, just like in the comics. For these reasons, Leadership and Veteran were obvious choices, as they let him react on the fly and assist his allies.
Offence
John still has a Power Ring, so can punch like any other Lantern, but I felt like I should play up his role as the fire support of the Lanterns. Shooting wise I modelled him off of Lerida, save for the fact that like Hal's Gatling this weapon has Beam, and instead of Red Dot I gave John Master Marksman instead. This makes him a pretty accurate shot, and he can do it while flying fairly easily, but it comes at a high cost and the damage isn't overly high.
Defence
Same as Hal, nothing special here to write home about
Guy is the most expensive of the lot, but that's purely because of his role as an all out melee bruiser. I decided to make him tanky with high endurance but low defence, and that offsets his high melee capabilities somewhat.
Offence
Guy is the supreme punchy character of the Lanterns, and I wanted to reflect this. Close Combat Master lets him hit easier, and Combo on his Reinforced Gloves means he is a nasty opponent to face. The damage potential is high, but with smart placement an opponent can mitigate his effectiveness a lot.
Defence
The goal was to make Guy seem like he can take a beating, while still being somewhat easy to deal with for players. His defence is lower than the other Lanterns, to reflect his aggressive nature, and even if he uses Hover in melee he is at major risk of guns taking him down. Sturdy fits the character and keeps him in action a bit better, but someone can chip him down quite quickly.

And for the villain players out there, I haven't forgotten you. The last of these cards is a generic villain Free Agent, in the form of Sinestro!
Sinestro functions fairly similarly to the other Lanterns, although being a Yellow Lantern I decided to give him more of a debuff/control role.
Offence 
Same as the others, apart from his Fear Blast. Bit more powerful version of Raven's ranged attack, because it fits thematically as the same type of weapon. I didn't want Sinestro to be all that damaging, but he can do some damage in terms of willpower attacks. Discourage also lets him do this from a shutdown point of view, Intimidation helps protect your own models while denying the opponent, and Inspire Fear for the fully appropriate topping off of the character. It has the potential to be devastating when combined, although with only 3 special on Sinestro it can't be, and if he gets hit with anything that stops SC he isn't doing much of anything
Defence
There is nothing special here, apart from Obstinate. I felt like it represented Sinestro's supreme arrogance without giving him Arrogant, and helps him against things like Disarray.

With this all said and done, I think it's only fair to promote some other places to get custom cards. Over on Facebook you can find Hell's Kitchen and Tales From The Multiverse, which both have specially made cards for BMG, and in the case of Hell's Kitchen is keeping the Spider-Man and Marvel side alive. I myself am currently working on a team card for the Lanterns, with a few more options (Simon Baz, Jessica Cruz, Salaak, Kilowog and Ch'p), and 3 factions for the Hellboy/BPRD series (BPRD, Ragna Rok and the Frog Cult) which should be coming in the next few weeks.

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