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-   -   The Book of Moloid (https://www.heroscapers.com/community/showthread.php?t=30556)

Griffin May 28th, 2010 05:59 AM

The Book of Moloid
 
The Book of Moloid

C3G MARVEL FANTASTIC FOUR MASTER SET
FANTASTIC FORCES UNITE!





The figure used for this unit is a Heroclix figure from the Critical Mass set.
Its model number and name are #001-003 / Moloid.
Its model number and name are #201 / Val-or.
_________________________________________________________________

Character Bio - They have spent their entire existence underground living in a world that most of us did not even know exists. This underworld is simply known as Subterranea and its people are called Moloids. They are an ancient race that has existed underground for centuries with tunnels that span the entire world. Though they keep to themselves in relative peace, they do not take kindly to any surface dweller who would dare to enter their domain.
_________________________________________________________________


-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:
  • Up to 4 Moloids may be moved by Mole Man's Tunnel Surprise special power.
  • As a Subterranean, Moloid may reduce the defense dice of an adjacent opponent attacked by Mole Man.
Outgoing Synergy:_________________________________________________________________


-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-

Griffin May 28th, 2010 07:09 AM

Re: Moloids - Brainstorming Phase
 
NAME = MOLOID


SPECIES = MOLOID
UNIQUENESS = COMMON HERO
CLASS = SUBTERRANEAN
PERSONALITY = SUBSERVIENT

SIZE/HEIGHT = SMALL 4

LIFE = 1

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 1

POINTS = 10

LOYAL TO ONE RULER

At the start of the game, choose one Unique Ruler Hero you control to be the One Ruler for all Moloids you control. After revealing an Order Marker on this card and before taking a turn with a Moloid, you may first take a turn with its chosen One Ruler. Any Moloid rolls 1 additional attack die when its chosen One Ruler is within 2 clear sight spaces.

SUBTERRANEAN SWARM
After revealing an Order Marker on this card and before moving a Moloid, roll the 20-sided die.
• If you roll 1-10, you may move and attack with up to 5 Moloids you control.
• If you roll 11-18, you may move and attack with up to 7 Moloids you control.
• If you roll 19 or higher, you may move and attack with up to 10 Moloids you control.

CAVE DWELLERS
While occupying a rock, dungeon, or shadow space, a Moloid adds 1 die to its defense.



  • They should Bond with whatever the heck Mole Man's class is
  • Common Squad of 3
  • Move of 6, and you can move up to 6 in a turn, but if you do, they would then have a move of 4 instead, call it Swarm
  • A new scatter where if one is killed, you can move a couple immediately

IAmBatman May 28th, 2010 11:56 AM

Re: Moloids - Brainstorming Phase
 
I think they should have Hide in Darkness and a bonding power with Moleman and call it a day. :-)

Hahma May 28th, 2010 12:52 PM

Re: Moloids - Brainstorming Phase
 
Some bonding with Mole Man

Relatively cheap and do better in underground DnD maps, Hide In Darkness.

Regardless of squad size 3 or 4, there needs to be a lot of them for the swarming affect that will eat up opponent's attacks trying to keep up.

Spidey'tilIDie June 14th, 2010 06:59 PM

Re: Moloids - Brainstorming Phase
 

I think he should be a scientist. That is how he became Moleman.


EDIT: Oops! Wrong thread. :oops:

NecroBlade June 14th, 2010 07:44 PM

Re: Moloids - Brainstorming Phase
 
Wait, when did this whole LD change thing come about?

I'm good with Hide in Darkness, but maybe add a little more to it so Moloid Power::Hide in Darkness as Amphibious::Slither?

Also, a Marro Drone-like swarm power would be good. Roll 1-A, move/attack with 3. Roll (A+1)-B, 6. (B+1)-20, 9.

IAmBatman June 14th, 2010 10:55 PM

Re: Moloids - Brainstorming Phase
 
Check the main Fantastic Four thread for details ...

IAmBatman July 11th, 2010 12:19 PM

Re: Moloids - Brainstorming Phase
 
So now that Mole Man is looking pretty solid, these guys can be made to fit him.
Since "pushing the limitations of the game" is kind of our thing, any thought on giving these guys low stats but making them something crazy like a squad of 5 or 6?

Hahma July 11th, 2010 12:24 PM

Re: Moloids - Brainstorming Phase
 
Edit: deleted group Moloid pix

NecroBlade July 11th, 2010 12:25 PM

Re: Moloids - Brainstorming Phase
 
I could go with 5, I think.

IAmBatman July 11th, 2010 12:31 PM

Re: Moloids - Brainstorming Phase
 
I think it's a fun experiment. Heck, hero bonding squads of four are usually more powerful than squads of 5 would be anyway.

GreyOwl July 11th, 2010 12:36 PM

Re: Moloids - Brainstorming Phase
 
5 sounds cool.


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