Re: Heroes of Fiction: Design Thread
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The whole point of whiteman in China is to trade for gunpowder; if trading isn't an option, steal the gunpowder. Turns out there is a war going on. the other mercenaries want to hightail. Garin is torn. but plays hero. GET THE GUNPOWDER Has him search for Gunpowder. If he finds its and rolls low, he acts low and runs away like Mercenaries do. Not just that, but he takes his friends with him. (They presumably work best in a pod) (Losing multiple figures justifies lower than curve Points cost) |
Re: Heroes of Fiction: Design Thread
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Re: Heroes of Fiction: Design Thread
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but it should probably go to consensus/lead decision to split the hairs. GET THE GUNPOWDER (U) Before and after taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a gunpowder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a gunpowder marker on this card. GET THE GUNPOWDER (L) Before and after taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a gunpowder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a gunpowder marker on this card to a maximum of 3 gunpowder markers on this card. GET THE GUNPOWDER (A) After taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a gunpowder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a gunpowder marker on this card to a maximum of 3 gunpowder markers on this card. GET THE GUNPOWDER (C) After taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a gunpowder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a gunpowder marker on this card to a maximum of 3 gunpowder markers on this card, and then you must roll for Get The Gunpowder an additional time. GET THE GUNPOWDER (M) Before taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a gunpowder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a maximum of 2 gunpowder markers on this card and then you must roll for Get The Gunpowder an additional time. GET THE GUNPOWDER (W) Before taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has any gunpowder markers on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a 1 or 2 to a maximum of 2 gunpowder markers on this card and then you must roll for Get The Gunpowder an additional time. Edit: Just realized I've been calling him Garin; what's his callsign in the movie? |
Re: Heroes of Fiction: Design Thread
I kind of like the first one. Definitely brings out the risk of drafting him. If you roll a 17 at the end of his turn and gain a gunpowder marker and then the beginning of his next turn roll a 4 well your down a unit.
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Re: Heroes of Fiction: Design Thread
I'm favoring version W
JC_McMinis version U Any other thoughts? |
Re: Heroes of Fiction: Design Thread
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I'm also going to make a write up that includes some insane synergy with elevations. He did good on high walls in my playtest but he was quickly destroyed by Sgt. Drake(v2) once he made it up the wall. I post tomorrow. |
Re: Heroes of Fiction: Design Thread
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Re: Heroes of Fiction: Design Thread
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Before and after taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a black powder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a black powder marker on this card. No real changes made GET THE BLACK POWDER (U2) Before taking a turn with William Garin, you must roll the 20-sided die. If you roll a 4 or lower and Garin has a black powder marker on his Army Card, remove him and all Mercenary figures you control that are adjacent to him from the battlefield. If you roll a 17 or higher, place a black powder marker on this card and roll for Get The Black Powder an additional time. Consolidates roll phases, but reduces the amount of rolls. |
Re: Heroes of Fiction: Design Thread
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Re: Heroes of Fiction: Design Thread
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As for Get The Black Power, version U1 or U2? |
Re: Heroes of Fiction: Design Thread
Two
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Re: Heroes of Fiction: Design Thread
I'm not much of a fan of the rolling an additional time but U2 seems to be the better version
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