pegasus
February 2nd, 2009, 07:48 AM
I thought I could have a nice little contest with a nice little poll. Silly me. More than 20 entries means I have to split the contenders in no less than three groups and have a round of semi-finals.
This is group A, it contains all cards with a point cost between 0 and 80 (but don't ever call these ladies cheap. They wouldn't like that and you so do not want to get on their wrong side.)
This group contains nine entries and the best four will make it to the finals.
We all know women in general can be contradictory beings and difficult to fathom but for the ladies of Valhalla this should not be so. Please keep this in mind when picking your favorite. Do her abilities ‘work’ and do they make sense? Would you have her in your army? And last but not least, would you find it acceptable if your opponent had her in his army?
And once you have voted do not forget to check out groups B and C as well. Thank you on behalf of the contestants.
http://www.heroscapers.com/community/gallery/files/5/7/9/7/agent_contest_thumb.jpgAnd here they are
Agent Hahn, Vydar, 10 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 1, Move 6, Range 6, Attack 2, Defense 2
Flash Powder 10
When Agent Hahn is targeted for an attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll 10 or higher, Agent Hahn no longer has any visible hit zones for the duration of the targeting figure’s turn
Phantom walk
Agent Hahn can move through all figures and is never engaged when leaving an engagement.
Surprise attack
When attacking a figure with no Order Marker on their Army Card, Agent Hahn rolls 2 additional attack dice.
Agent Roxie, Vydar, 25 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 2, Move 4 Range 5, Attack 3, Defense 2
Contact Informant
At the beginning of each round after order markers are placed and before initiative is rolled, if an order marker was placed on Agent Roxie, roll the 20-sided die. If the result is 15 or higher your opponent must reveal their order markers.
Double Agent
Before taking a turn with Agent Roxie roll the 20-sided die. If the result is 7 or lower, control of Agent Roxie shifts to your opponent for the duration of this round.
Longshot
Agent Roxie can increase her range by sacrificing her attack. For every die you remove from her attack roll she gains an additional 2 range.
Agent 66, Vydar, 35 points
Human, Unique Hero, Agent, Tricky, Medium 5
Life 1, Move 5, Range 6, Attack 2, Defense 3
Assigned Target
At the beginning of the game, place a black Assigned Target Marker on one unique army card. Agent 66 receives 2 additional attack dice when attacking a figure from that army card.
Doggin Master
After moving and instead of attacking, you may take a turn with one unique Doggin figure you control that is within 6 clear sight spaces of Agent 66.
Stealth Dodge
When Agent 66 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
SSA Jane Doe, Utgar, 40 points
Human, Unique Hero, Guard, Focused, Medium 5
life 4, Move 5, Range 6, Attack 3, Defense 2
Tunnel Vision
Jane Doe starts the game with a blue focus counter on her army card. Whenever Jane Doe attacks an enemy Unique Hero, move the focus counter onto that Hero. If an enemy Hero's army card has a focus counter on it, Jane Doe may only attack that Hero. When the Hero with the focus counter on it is destroyed, return the focus counter to Jane Doe's army card.
Guard Leadership
The enemy Hero with the focus counter on it is always considered within line of sight of all guards you control.
Inspector Lucy, Jandar, 50 points
Human, Unique Hero, Agent, Determined, Medium 4
Life 4, Move 6, Range 1, Attack 3, Defense 2
Taser special attack Range 5. Attack 2.
If at least one wound is dealt by Taser special Attack against an opponent’s Unique Hero, you may place one paralyze token on the targeted figure’s army card. That figure may not move or attack for the rest of the round.
Pressure point training
If Inspector Lucy deals at least one wound to an opponent’s adjacent unique hero, you may roll the 20-sided die. If you roll 12-20, you may remove one order marker at random from that figure’s army card.
Alerted
If Inspector Lucy is attacked a second time during the same turn, she rolls 3 extra defense dice for the reminder of that turn.
Agent 199, Vydar, 80 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 4, Move 6, Range 7, Attack 2, Defense 3
Embedded Behind Enemy Lines
Agent 199 begins the game with a Black Cover marker on her army card. Place Agent 199 in your opponent's starting zone instead of your own. If there are no spaces available, you may place her on any hex adjacent to their starting zone.
Undercover
If there is a Cover marker on this army card, your opponent may not attack Agent 199. Also, you may look at your opponent's Order Markers, Agent 199 is considered to be a unit your opponent controls, and your opponent may place Order Markers on and take turns with her.
Blown Cover
If you attack an opposing figure with Agent 199 or if during your opponent's turn, Agent 199 attacks your figure and fails to cause any wounds, remove the Cover marker from this army card.
Agent Caylen, Vydar, 80 points
Human, Unique Hero, Scout, Precise, Medium 4
Life 3, Move 6, Range 7, Attack 2, Defense 3
Head Shot
If Agent Caylen rolls all skulls when attacking an opponent’s figure, the defending figure does not get to roll defense dice.
Run‘n Gun
Agent Caylen may move less than her full move then stop to attack an enemy figure. After attacking, Agent Caylen may continue moving the rest of her allowed spaces. After attacking when using Run ‘n Gun Agent Caylen may not move back onto any of hexes she traveled on before attacking this turn. Head Shot does not apply when using Run‘n Gun.
Call in Back Up
After taking a turn with Agent Caylen you may move another unique hero that follows Vydar 5 spaces. The hero who moves must start their movement within 8 spaces of Agent Caylen. Clear sight is not required to use Call in Back Up.
Agent Nett, Vydar, 80 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 3, Move 5, Range 6, Attack 4, Defense 2
Engagement Strike 13
If an opponent’s small or medium figure moves adjacent to Agent Nett, roll the d20. If you roll a 13 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with Agent Nett.
Femme Fatale
Opponent’s figures roll one less attack die when attacking Agent Nett.
Disengage
Agent Nett is never attacked when leaving an engagement.
Agent Rohe, Utgar, 80 ponts
Human, Unique Hero, Agent, Precise, Medium 4
Life 5, Move 6, Range 7, Attack 2, Defense 3
Deathwalker Repair
If Agent Rohe is Adjacent to a Deathwalker as it is destroyed by unfriendly attack, she may attempt a repair. Roll the 20 sided die. if you roll 1, the repair fails and Agent Rohe takes 4 wounds. If you roll 2, the repair fails but Agent Rohe takes no wounds. If you roll 3-20, the repair is successful and the Deathwalker is not destroyed.
Deathwalker movement Bonding
Before taking a turn with Agent Rohe, you may move any deathwalker you control up to 5 spaces.
Legal stuff:
Some of you guys made splendid cards, but all entries are presented text only to keep a level playing field.
The groups are differently sized because I desperately wanted to keep equally priced characters grouped together.
Other than correcting some typos (did't catch them all probably) I did not not deliberately change anything in the text of any entry. Yet, to err is human, so if the text presented here is different than what you send me I goofed and I'm truly sorry. But you're only entitled to my apology and nothing else.
I will not be voting myself, but I do hold the decisive vote in any and all stalemate situations that may occur.
This is group A, it contains all cards with a point cost between 0 and 80 (but don't ever call these ladies cheap. They wouldn't like that and you so do not want to get on their wrong side.)
This group contains nine entries and the best four will make it to the finals.
We all know women in general can be contradictory beings and difficult to fathom but for the ladies of Valhalla this should not be so. Please keep this in mind when picking your favorite. Do her abilities ‘work’ and do they make sense? Would you have her in your army? And last but not least, would you find it acceptable if your opponent had her in his army?
And once you have voted do not forget to check out groups B and C as well. Thank you on behalf of the contestants.
http://www.heroscapers.com/community/gallery/files/5/7/9/7/agent_contest_thumb.jpgAnd here they are
Agent Hahn, Vydar, 10 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 1, Move 6, Range 6, Attack 2, Defense 2
Flash Powder 10
When Agent Hahn is targeted for an attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll 10 or higher, Agent Hahn no longer has any visible hit zones for the duration of the targeting figure’s turn
Phantom walk
Agent Hahn can move through all figures and is never engaged when leaving an engagement.
Surprise attack
When attacking a figure with no Order Marker on their Army Card, Agent Hahn rolls 2 additional attack dice.
Agent Roxie, Vydar, 25 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 2, Move 4 Range 5, Attack 3, Defense 2
Contact Informant
At the beginning of each round after order markers are placed and before initiative is rolled, if an order marker was placed on Agent Roxie, roll the 20-sided die. If the result is 15 or higher your opponent must reveal their order markers.
Double Agent
Before taking a turn with Agent Roxie roll the 20-sided die. If the result is 7 or lower, control of Agent Roxie shifts to your opponent for the duration of this round.
Longshot
Agent Roxie can increase her range by sacrificing her attack. For every die you remove from her attack roll she gains an additional 2 range.
Agent 66, Vydar, 35 points
Human, Unique Hero, Agent, Tricky, Medium 5
Life 1, Move 5, Range 6, Attack 2, Defense 3
Assigned Target
At the beginning of the game, place a black Assigned Target Marker on one unique army card. Agent 66 receives 2 additional attack dice when attacking a figure from that army card.
Doggin Master
After moving and instead of attacking, you may take a turn with one unique Doggin figure you control that is within 6 clear sight spaces of Agent 66.
Stealth Dodge
When Agent 66 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
SSA Jane Doe, Utgar, 40 points
Human, Unique Hero, Guard, Focused, Medium 5
life 4, Move 5, Range 6, Attack 3, Defense 2
Tunnel Vision
Jane Doe starts the game with a blue focus counter on her army card. Whenever Jane Doe attacks an enemy Unique Hero, move the focus counter onto that Hero. If an enemy Hero's army card has a focus counter on it, Jane Doe may only attack that Hero. When the Hero with the focus counter on it is destroyed, return the focus counter to Jane Doe's army card.
Guard Leadership
The enemy Hero with the focus counter on it is always considered within line of sight of all guards you control.
Inspector Lucy, Jandar, 50 points
Human, Unique Hero, Agent, Determined, Medium 4
Life 4, Move 6, Range 1, Attack 3, Defense 2
Taser special attack Range 5. Attack 2.
If at least one wound is dealt by Taser special Attack against an opponent’s Unique Hero, you may place one paralyze token on the targeted figure’s army card. That figure may not move or attack for the rest of the round.
Pressure point training
If Inspector Lucy deals at least one wound to an opponent’s adjacent unique hero, you may roll the 20-sided die. If you roll 12-20, you may remove one order marker at random from that figure’s army card.
Alerted
If Inspector Lucy is attacked a second time during the same turn, she rolls 3 extra defense dice for the reminder of that turn.
Agent 199, Vydar, 80 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 4, Move 6, Range 7, Attack 2, Defense 3
Embedded Behind Enemy Lines
Agent 199 begins the game with a Black Cover marker on her army card. Place Agent 199 in your opponent's starting zone instead of your own. If there are no spaces available, you may place her on any hex adjacent to their starting zone.
Undercover
If there is a Cover marker on this army card, your opponent may not attack Agent 199. Also, you may look at your opponent's Order Markers, Agent 199 is considered to be a unit your opponent controls, and your opponent may place Order Markers on and take turns with her.
Blown Cover
If you attack an opposing figure with Agent 199 or if during your opponent's turn, Agent 199 attacks your figure and fails to cause any wounds, remove the Cover marker from this army card.
Agent Caylen, Vydar, 80 points
Human, Unique Hero, Scout, Precise, Medium 4
Life 3, Move 6, Range 7, Attack 2, Defense 3
Head Shot
If Agent Caylen rolls all skulls when attacking an opponent’s figure, the defending figure does not get to roll defense dice.
Run‘n Gun
Agent Caylen may move less than her full move then stop to attack an enemy figure. After attacking, Agent Caylen may continue moving the rest of her allowed spaces. After attacking when using Run ‘n Gun Agent Caylen may not move back onto any of hexes she traveled on before attacking this turn. Head Shot does not apply when using Run‘n Gun.
Call in Back Up
After taking a turn with Agent Caylen you may move another unique hero that follows Vydar 5 spaces. The hero who moves must start their movement within 8 spaces of Agent Caylen. Clear sight is not required to use Call in Back Up.
Agent Nett, Vydar, 80 points
Human, Unique Hero, Agent, Tricky, Medium 4
Life 3, Move 5, Range 6, Attack 4, Defense 2
Engagement Strike 13
If an opponent’s small or medium figure moves adjacent to Agent Nett, roll the d20. If you roll a 13 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with Agent Nett.
Femme Fatale
Opponent’s figures roll one less attack die when attacking Agent Nett.
Disengage
Agent Nett is never attacked when leaving an engagement.
Agent Rohe, Utgar, 80 ponts
Human, Unique Hero, Agent, Precise, Medium 4
Life 5, Move 6, Range 7, Attack 2, Defense 3
Deathwalker Repair
If Agent Rohe is Adjacent to a Deathwalker as it is destroyed by unfriendly attack, she may attempt a repair. Roll the 20 sided die. if you roll 1, the repair fails and Agent Rohe takes 4 wounds. If you roll 2, the repair fails but Agent Rohe takes no wounds. If you roll 3-20, the repair is successful and the Deathwalker is not destroyed.
Deathwalker movement Bonding
Before taking a turn with Agent Rohe, you may move any deathwalker you control up to 5 spaces.
Legal stuff:
Some of you guys made splendid cards, but all entries are presented text only to keep a level playing field.
The groups are differently sized because I desperately wanted to keep equally priced characters grouped together.
Other than correcting some typos (did't catch them all probably) I did not not deliberately change anything in the text of any entry. Yet, to err is human, so if the text presented here is different than what you send me I goofed and I'm truly sorry. But you're only entitled to my apology and nothing else.
I will not be voting myself, but I do hold the decisive vote in any and all stalemate situations that may occur.