pegasus
February 2nd, 2009, 08:20 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 C, it contains all cards with a point cost of 130 and higher (yes, women can be expensive but sometimes they're worth every little bit)
This group contains 7 entries and the best three 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 A and B 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 Goldeneye, Aquilla, 130 points
Human, Unique Hero, Agent, Tricky, Medium 4
life 4, Move 7, Range 6, Attack 2, Defense 4
Assassin's Strike 12
Immediately after you move into an engagement with one small, medium, or large figure, you may end your move and roll the 20- sided die. If you roll a 1-11, then you end your turn and Agent Goldeneye receives one wound. If you roll a 12 or higher, then the target figure receives two wounds and you may attack any figure with a normal attack. Agent Goldeneye can only be in an engagement with the target figure and no other figures to use Assassin's Strike 12. You may only use this once every round.
Phantom Walk
Agent Goldeye can move through all figures and is never attacked when she leaves an engagement.
Stealthy Speed 3
Agent Goldeneye may add 3 to her move if she is not engaged. Agent Goldeneye may not move into an engagement while she is using Stealthy Speed 3.
Agent Reyhan, Vydar, 140 points
Human, Unique Hero, Guard, Precise, Medium 4
Life 3, Move 5, Range 7, Attack 4, Defense 4
Special Tactics
Agent Reyhan counts shields, not skulls to inflict wounds when attacking and skulls, not shields, to block when defending.
Counter Fire
When rolling defense dice against a normal attack from a non adjacent attackng figure within 7 spaces allexcess skulls count as unblockable hits on the attacking figure. Agent Reyhan must have line of sight to the figure to use Counter Fire.
Retalliatory Attack
After any other figure yu control within 2 clear sight spaces of Agent Reyhan rolls defense dice against a normal attack, If Agent Reyhan has a line of sight and range to the attacking figure, you may choose to make a normal attack against that figure. The targeted figure rolls defense dice normally.
Project A.M.Y, Vydar, 140 points
Human, Unique Hero, Super soldier, Tricky Medium 4
Life 4, Move 6, Range 8, Attack 3, Defense 2
Vitals or Nothing
Whenever defending an attack with A.M.Y roll the 20-sided die. If you roll a 10 or higher, the attacking figure must be able to see A.M.Y's head in order to have Line of Sight.
Super Soldier Training
If A.M.Y did not move before attacking, she may move after the attack is resolved. She may only move 4 spaces if she uses Super Soldier training.
Agent Chimendez, Vydar, 145 ponits
Human, Unique Hero, Agent, Tricky, Medium 4
Life 4, Move 6, range 7, Attack 4, Defense 4
Suppressive Fire Special Attack Range 7, attack2
Agent Chimendez may use this special attack 4 times in the same turn. She may target the same or a different figure with each attack. Each time Agent Chimendez inflicts a wound with Suppressive Fire Special Attack place a Suppression marker on that figure’s army card. For each suppression marker on an army card decrease the move number by one. After taking a turn with an army car that has Suppression markers on it, remove all suppression markers from that army card.
Tactical Re-deploy 13
At the beginning of each round before placing order markers, you may roll the 20-sided die. If you roll 13 or higher , you may move Agent Chimendez to an empty space within 5 spaces of her. If Agent Chimendez is engaged when she Re-deploys, she will not take any leaving engagement attacks.
Light refraction Shield
If Agent Chimendez is not engaged she may only be attacked once each turn.
Agent Nina, Vydar, 150 ponits
Human, Unique Hero, Agent, tricky, Medium 5
Life 2, Move 8, range 6, Attack 2, Defense 4
Agent Bonding
Before taking a turn with Agent Nina, you may take a turn with one "agent" squad you control.
Advanced Technology
If Agent Nina battles a creature who follows Einar, add one to her attack dice.
Treason 17
Before taking a turn with Agent Nina, roll the twenty-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Agent Nina for the remainder of your turn, but will not be able to view any unrevealed order markers on his card. At the end of that turn, control of Agent Nina returns to you. All order markers and figures that were on Agent Nina's army card will stay on her army card.
Yukon O'Day, Aquilla, 155 points
Human, Unique Hero, Agent, Tricky Medium 4
Life 4, Move 5, Range 5, Attack 3, Defense 3
Lucky Ricochet
Once per turn, if no skulls were rolled on initial target, reroll attack dice.
If at least 1 skull is rolled, roll a D20: On a 13-19, choose a target within 3 spaces of the initial target and roll 2 attack dice.
Again, if at least 1 skull is rolled, roll another D20: On a 17-19, choose a target within 3 spaces of the secondary target and roll 1 attack die.
If a 20 is rolled at any time, the target is killed and Yukon O'Day's turn ends. No figures can be further targeted. No figure can be targeted twice in a row by Lucky Ricochet during a turn. Yukon O'Day cannot be targeted by Lucky Ricochet.
Luck of the Draw
After the targeting figure has moved, if Yukon O'Day is targeted at any time and has at least one unturned order mark on her that isn't an "X", she may go out of turn, using her order marker to take a turn before the targeting figure can attack. She may use is ability once for each time she is targeted.
Aura of Luck
Yukon O'Day is never attacked when leaving an engagement.
Foxxy Cleopatra, Vydar, 200 points
Human, Unique Hero, Agent, Groovy, Medium 4
Life 3, Move 5, Range 6, Attack 3, Defense 2
Freeze FBI
After moving and before attacking choose a figure within 3 clear line of sight spaces of Foxxy and roll the 20-sided die. If you roll a 16 or higher, remove one order marker from that figures card.
Sha-zam Special Ability
For every skull you roll, roll the 20-sided die, each time you roll a 16 or higher Foxxy inflicts one unblockable wound on the figure she is attacking.
Distraction Special Ability
After revealing an order marker on Foxxy Cleopatra, roll the 20-sided die. If you roll a 2 or lower, you can roll no defense die for Foxxy this round.
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 desperatley wanted to keep equally priced characters gouped 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 C, it contains all cards with a point cost of 130 and higher (yes, women can be expensive but sometimes they're worth every little bit)
This group contains 7 entries and the best three 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 A and B 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 Goldeneye, Aquilla, 130 points
Human, Unique Hero, Agent, Tricky, Medium 4
life 4, Move 7, Range 6, Attack 2, Defense 4
Assassin's Strike 12
Immediately after you move into an engagement with one small, medium, or large figure, you may end your move and roll the 20- sided die. If you roll a 1-11, then you end your turn and Agent Goldeneye receives one wound. If you roll a 12 or higher, then the target figure receives two wounds and you may attack any figure with a normal attack. Agent Goldeneye can only be in an engagement with the target figure and no other figures to use Assassin's Strike 12. You may only use this once every round.
Phantom Walk
Agent Goldeye can move through all figures and is never attacked when she leaves an engagement.
Stealthy Speed 3
Agent Goldeneye may add 3 to her move if she is not engaged. Agent Goldeneye may not move into an engagement while she is using Stealthy Speed 3.
Agent Reyhan, Vydar, 140 points
Human, Unique Hero, Guard, Precise, Medium 4
Life 3, Move 5, Range 7, Attack 4, Defense 4
Special Tactics
Agent Reyhan counts shields, not skulls to inflict wounds when attacking and skulls, not shields, to block when defending.
Counter Fire
When rolling defense dice against a normal attack from a non adjacent attackng figure within 7 spaces allexcess skulls count as unblockable hits on the attacking figure. Agent Reyhan must have line of sight to the figure to use Counter Fire.
Retalliatory Attack
After any other figure yu control within 2 clear sight spaces of Agent Reyhan rolls defense dice against a normal attack, If Agent Reyhan has a line of sight and range to the attacking figure, you may choose to make a normal attack against that figure. The targeted figure rolls defense dice normally.
Project A.M.Y, Vydar, 140 points
Human, Unique Hero, Super soldier, Tricky Medium 4
Life 4, Move 6, Range 8, Attack 3, Defense 2
Vitals or Nothing
Whenever defending an attack with A.M.Y roll the 20-sided die. If you roll a 10 or higher, the attacking figure must be able to see A.M.Y's head in order to have Line of Sight.
Super Soldier Training
If A.M.Y did not move before attacking, she may move after the attack is resolved. She may only move 4 spaces if she uses Super Soldier training.
Agent Chimendez, Vydar, 145 ponits
Human, Unique Hero, Agent, Tricky, Medium 4
Life 4, Move 6, range 7, Attack 4, Defense 4
Suppressive Fire Special Attack Range 7, attack2
Agent Chimendez may use this special attack 4 times in the same turn. She may target the same or a different figure with each attack. Each time Agent Chimendez inflicts a wound with Suppressive Fire Special Attack place a Suppression marker on that figure’s army card. For each suppression marker on an army card decrease the move number by one. After taking a turn with an army car that has Suppression markers on it, remove all suppression markers from that army card.
Tactical Re-deploy 13
At the beginning of each round before placing order markers, you may roll the 20-sided die. If you roll 13 or higher , you may move Agent Chimendez to an empty space within 5 spaces of her. If Agent Chimendez is engaged when she Re-deploys, she will not take any leaving engagement attacks.
Light refraction Shield
If Agent Chimendez is not engaged she may only be attacked once each turn.
Agent Nina, Vydar, 150 ponits
Human, Unique Hero, Agent, tricky, Medium 5
Life 2, Move 8, range 6, Attack 2, Defense 4
Agent Bonding
Before taking a turn with Agent Nina, you may take a turn with one "agent" squad you control.
Advanced Technology
If Agent Nina battles a creature who follows Einar, add one to her attack dice.
Treason 17
Before taking a turn with Agent Nina, roll the twenty-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Agent Nina for the remainder of your turn, but will not be able to view any unrevealed order markers on his card. At the end of that turn, control of Agent Nina returns to you. All order markers and figures that were on Agent Nina's army card will stay on her army card.
Yukon O'Day, Aquilla, 155 points
Human, Unique Hero, Agent, Tricky Medium 4
Life 4, Move 5, Range 5, Attack 3, Defense 3
Lucky Ricochet
Once per turn, if no skulls were rolled on initial target, reroll attack dice.
If at least 1 skull is rolled, roll a D20: On a 13-19, choose a target within 3 spaces of the initial target and roll 2 attack dice.
Again, if at least 1 skull is rolled, roll another D20: On a 17-19, choose a target within 3 spaces of the secondary target and roll 1 attack die.
If a 20 is rolled at any time, the target is killed and Yukon O'Day's turn ends. No figures can be further targeted. No figure can be targeted twice in a row by Lucky Ricochet during a turn. Yukon O'Day cannot be targeted by Lucky Ricochet.
Luck of the Draw
After the targeting figure has moved, if Yukon O'Day is targeted at any time and has at least one unturned order mark on her that isn't an "X", she may go out of turn, using her order marker to take a turn before the targeting figure can attack. She may use is ability once for each time she is targeted.
Aura of Luck
Yukon O'Day is never attacked when leaving an engagement.
Foxxy Cleopatra, Vydar, 200 points
Human, Unique Hero, Agent, Groovy, Medium 4
Life 3, Move 5, Range 6, Attack 3, Defense 2
Freeze FBI
After moving and before attacking choose a figure within 3 clear line of sight spaces of Foxxy and roll the 20-sided die. If you roll a 16 or higher, remove one order marker from that figures card.
Sha-zam Special Ability
For every skull you roll, roll the 20-sided die, each time you roll a 16 or higher Foxxy inflicts one unblockable wound on the figure she is attacking.
Distraction Special Ability
After revealing an order marker on Foxxy Cleopatra, roll the 20-sided die. If you roll a 2 or lower, you can roll no defense die for Foxxy this round.
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 desperatley wanted to keep equally priced characters gouped 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.