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-   -   The Book of Zombie (https://www.heroscapers.com/community/showthread.php?t=48221)

SirGalahad April 14th, 2013 11:00 PM

The Book of Zombie
 
The Book of Zombie

C3G MARVEL SUPER SECRET EXCLUSIVE 41
THE TOMB OF DRACULA



The figure used for this unit is a Heroclix figure from the Amazing Spider Man set.
Its model number and name are #006 / Zuvembie.

Note: This figure requires 1x Glyph of Amulet of Damballah
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Character Bio - Killed by his gardener and brought back to life by voodoo, Simon Garth is cursed to do the bidding of whomever controls the twin to the Amulet of Damballah which he wears around his neck.
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
Immunities, Benefits, and Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-Card Updates:
7 March 2021 - Class changed to Minion

SirGalahad April 14th, 2013 11:00 PM

Re: Zombie - Design Phase
 
NAME = ZOMBIE
SECRET IDENTITY = SIMON GARTH

SPECIES = UNDEAD
UNIQUENESS = UNIQUE HERO
CLASS = MINION
PERSONALITY = VENGEFUL

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 3

POINTS = 120


DAMBALLAH CONTROL
At the start of the game, place a Glyph of Amulet of Damballah on the card of a Unique Hero you control. If the Glyph of Amulet of Damballah is on a card that activates Zombie, add 1 to Zombie's Attack number for that turn. Before taking a turn with Zombie, if the Glyph of Amulet of Damballah is in play and not equipped by a figure you control, roll the 20-sided die. If you roll 14 or lower, Zombie's turn immediately ends. An opponent that does not control a figure equipped with the Glyph of Amulet of Damballah may never take temporary or permanent control of Zombie.

WALKING DEAD
After an opponent reveals a numbered Order Marker on an Army Card that opponent controls, you may immediately move Zombie up to 2 spaces. If Zombie ends this move engaged with one or more enemy figures that he was not engaged with at the beginning of this move, you may immediately choose one figure Zombie is engaged with and roll 1 unblockable attack die against that figure. When moving with Walking Dead, Zombie will take any leaving engagement attacks.

HEALING FACTOR
After taking a turn with Zombie, remove 1 Wound Marker from this Army Card.

SUPER STRENGTH


Comic pics:
Background images

quozl April 14th, 2013 11:19 PM

Re: Zombie - Design Phase
 
Very interesting! Since he does turn against his controller sometimes, should the glyph have a roll?

Hahma April 14th, 2013 11:34 PM

Re: Zombie - Design Phase
 
Never heard of this guy, sounds interesting and looks pretty neat.

A3n April 15th, 2013 12:08 AM

Re: Zombie - Design Phase
 
I don't know this guy. Mechanics look fine :up:. Is he really that strong? (with or without the amulet)

Hahma April 15th, 2013 07:05 AM

Re: Zombie - Design Phase
 
So if the Zombie is the last unit in his army left, all you have to do is wound him to knock the glyph off of him and it's game over since he can't reveal OM's w/o the Amulet on his card.

Sure it would be fun to knock the glyph from him to take control of him, but then again, considering his move and being a melee only figure, you can also choose to ignore him and save him for last. The player controlling him to start seems kind of screwed because if they hold him back, he might be the last unit left and lose when the glyph is knocked off. If you send him out early, he will lose the glyph and the opponent will get control of him.

SirGalahad April 15th, 2013 09:08 AM

Re: Zombie - Design Phase
 
We could let him take a turn if no one else controls the glyph, but have some penalty (reduced attack maybe).

Scapemage April 15th, 2013 09:37 AM

Re: Zombie - Design Phase
 
This one is cool! It even allows for opponent control of the figure.

IAmBatman April 15th, 2013 09:45 AM

Re: Zombie - Design Phase
 
Quote:

Originally Posted by SirGalahad (Post 1799287)
We could let him take a turn if no one else controls the glyph, but have some penalty (reduced attack maybe).

I like that. Should there also be a mechanic that prevents players from taking a turn with him if someone else does control the glyph? (For instance, blocking Master Manipulator or Mind Exchange type powers from affecting him if someone the Amulet Glyph is equipped?)

quozl April 15th, 2013 09:59 AM

Re: Zombie - Design Phase
 
You could also make it so that he cannot increase the distance between him and the glyph during his movement phase.

johnny139 April 15th, 2013 11:32 AM

Re: Zombie - Design Phase
 
I'd like to see his Defense drop some and his Life go up - that's been our Undead hallmark, so to speak. Easy to damage but hard to take down.

I'd like to see Damballah have a roll and change it to "if an opponent's figure is equipped with the Glyph of the Amulet of Damballah." I mean, if one of YOUR figures is equipped with it, it makes sense he could still take turns... he'd be under your control still, indirectly.

IAmBatman April 15th, 2013 01:22 PM

Re: Zombie - Design Phase
 
Something like ...

DAMBALLAH CONTROL
Start the game with the Glyph of Amulet of Damballah on this card. If the Glyph of Amulet of Damballah is on this card, add 2 to Zombie's Attack number. Before taking a turn with Zombie, if the Glyph of Amulet of Damballah is in play and not equipped by any figures you control, roll the 20-sided die. If you roll 14 or less, you may not take a turn with Zombie. If you roll 15 or higher, you may take a turn with Zombie normally. An opponent that does not control a figure equipped with the Glyph of Amulet of Damballah may never take temporary or permanent control of Zombie.


That way you can't get sneaky with ways to take turns with Zombie yourself when the glyph is not under your control.


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