NAME = SILVER SURFER
SECRET IDENTITY = NORRIN RADD
SPECIES = ZENN-LAVIAN
UNIQUENESS = UNIQUE HERO
CLASS = SAVIOR
PERSONALITY = TORMENTED
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 8
RANGE = 5
ATTACK = 6
DEFENSE = 6
POINTS = 350
BRING BALANCE
After moving and before attacking, you may choose a figure within 8 clear sight spaces and roll the 20-sided die.
If you roll 1-11 nothing happens.
If you roll 12-19, roll an unblockable attack die against Silver Surfer and the chosen figure.
If you roll 20 destroy Silver Surfer and the chosen figure.
TO ME MY BOARD
When Silver Surfer defends against a normal or special attack and at least 1 blank is rolled, the most damage Silver Surfer can take is 1 and he may immediately move up to 4 spaces.
STEALTH FLYING
When Silver Surfer starts to fly, if he is engaged, he will not take any leaving engagement attacks.
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = BRAWLER
PERSONALITY = SADISTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
HALLUCINOGENIC CLAWS
Start the game with 3 black Toxin Markers on this card. If Cyber inflicts a wound on an adjacent Unique Hero that is not an Android or Construct, and does not have the Fearless or Insane personality with his normal attack, place a Toxin Marker on the defending figure’s card. A figure other than Cyber with a Toxin Marker on its card cannot roll leaving engagement attacks, use any special powers on its Army Card, and subtracts 1 die from its defense. At the end of each round, all of your Toxin Markers are returned to this card.
STEEL SKIN
When rolling defense dice against a normal attack, Cyber always adds one automatic shield to whatever is rolled. Cyber never rolls for molten lava damage or lava field damage.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CRIMINAL
PERSONALITY = LETHAL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
LETHAL SWORDSMAN
Before attacking, choose one of the following:
add one automatic skull to his attack;
add 2 to Swordsmans Range and you may Knockback the defending figure by placing it on an empty space X spaces from its current position, where X is the number of skulls rolled in the attack. A figure moved by this special power never takes any leaving engagement attacks but can receive any falling damage that may apply; or
instead of attacking choose an adjacent figure and roll the 20-sided die. If you roll a 14 or higher, you may remove one unrevealed Order Marker at random from that figure's Army Card.
RUTHLESS COUNTER STRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, if Swordsman is not destroyed by this attack, all skulls rolled count as unblockable hits on the attacking figure.
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = MASTER MIND
PERSONALITY = RUTHLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 4
ATTACK = 3
DEFENSE = 4
POINTS = ???
UNSEEN SERVANT
Start the game with one white Invisibility Marker on this card. Before taking a turn with Empress HYDRA you may place an Invisibility Marker on any Unique Hero within 4 clear sight spaces of Empress HYDRA. Figures with an Invisibility Marker on its card have the Invisibility special power. If a figure with an Invisibility Marker on its card attacks or receives a wound, place the Invisibility Marker back on Empress HYDRA.
DECEPTIVE MOVEMENT
After taking a turn with Empress HYDRA, if you did not reveal an Order Marker on this card this turn, you may take an immediate turn with any other Unique Terrorist Hero you control that has an Invisibility Marker on its card, and you may not take any additional turns.
INVISIBILITY
Empress HYDRA can move through all figures, is never attacked when leaving an engagement, and cannot be targeted by opponents' non-adjacent figures for any attacks or special powers that require clear sight.
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = TERRORIST
PERSONALITY = SADISTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
ADAMANTIUM RAGE
When Wolverine attacks with a normal attack, roll one additional attack die for each Wound Marker on this card to a maximum of 3 additional attack dice.
SAVAGE ASSAULT SPECIAL ATTACK
Range 1. Attack 4.
If Wolverine inflicts a wound with this special attack, he may attack again with this special attack. Wolverine may continue attacking with this special attack until he does not inflict a wound. This special attack may only be used once per round.
HEALING FACTOR X
After taking a turn with Wolverine, remove one Wound Marker from this card. At the end of the round, you may reveal an "X" Order Marker on this card to remove one Wound Marker from each Army Card you control with the Healing Factor X special power.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = OFFICER
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = ???
GREEN REPULSOR SPECIAL ATTACK
Range 6. Attack 4 + Special.
Start the game with 4 green Battery Markers on this card. Before attacking with this special attack, remove a green Battery Marker from this card. Roll 1 additional attack die for each green Battery Marker on this card. If Iron Lantern inflicts one or more wounds on a small or medium figure with this special attack, you may choose up to X empty spaces in a straight line from the defending figure and place that figure on any of the chosen spaces where X equals the number of green Battery Markers on this card. A figure moved by this special attack never takes any leaving engagement attacks and cannot be placed closer to Iron Lantern than its original placement. A figure moved by this special attack can receive any falling damage that may apply.
LANTERN BEAM CONSTRUCT
When a Green Construct you control that has a Special Ability that refers to Green Lantern, it also refers to Iron Lantern.
SPECIES = METAMUTANT
UNIQUENESS = UNIQUE HERO
CLASS = VIGILANTE
PERSONALITY = RELENTLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 280
ADAMANTIUM BLITZ
Figures subtract 2 from their defense dice when attacked by Dark Claw with an adjacent normal attack. When Dark Claw attacks with his normal attack, he may attack one additional time.
EVASIVE STRIKE 17
If Darkclaw is attacked by an opponent's figure within 5 clear sight spaces and at least 1 skull is rolled, roll the 20-sided die. If you roll 17 or higher, Darkclaw takes no damage and the attacking figure receives one wound.
HEALING FACTOR
After taking a turn with Darkclaw, remove 1 Wound Marker from this Army Card.
None of these designs are fully fleshed out. Feel free to tear them apart.:thumbsup:
IAmBatman
May 6th, 2020 08:11 PM
Re: Dr. Jekyll's Thinking Room
I wonder if these wouldn't be better in the Marvel Customs area if supers are your focus?
japes
May 6th, 2020 10:01 PM
Re: Dr. Jekyll's Thinking Room
Also Dr.J. If this is the same Magik design you are thinking of running in C3G you will need to remove that from any personal threads. It's a strict rule that goes back to the early days.
Dr. Jekyll
May 6th, 2020 10:58 PM
Re: Dr. Jekyll's Thinking Room
Oh, my bad. I don't know what I'm doing lol
Tornado
May 7th, 2020 06:35 AM
Re: Dr. Jekyll's Thinking Room
Did the same thing when I started.
IAmBatman
May 7th, 2020 09:26 AM
Re: Dr. Jekyll's Thinking Room
:lol: No worries. If your intent is to do these all as C3G designs, you certainly can have a C3G Workshop. You can keep the thread title and everything, and japes or I can move the thread to the C3G area. Just let us know if that's what you want to do! :-)
Dr. Jekyll
May 7th, 2020 03:21 PM
Re: Dr. Jekyll's Thinking Room
Quote:
Originally Posted by IAmBatman
(Post 2380048)
:lol: No worries. If your intent is to do these all as C3G designs, you certainly can have a C3G Workshop. You can keep the thread title and everything, and japes or I can move the thread to the C3G area. Just let us know if that's what you want to do! :-)
Oh yeah, definitely all C3G stuff. That would be great to have a workshop.
IAmBatman
May 7th, 2020 03:27 PM
Re: Dr. Jekyll's Thinking Room
Now you do! :-) Don't forget to put a link in the Welcome to C3G thread so folks see it.
Dr. Jekyll
May 7th, 2020 04:04 PM
Re: Dr. Jekyll's Thinking Room
Quote:
Originally Posted by IAmBatman
(Post 2380328)
Now you do! :-) Don't forget to put a link in the Welcome to C3G thread so folks see it.
Right on!! Will do. Rebaseing some figs right now so it will be a minute.
tcglkn
May 7th, 2020 10:01 PM
Re: Dr. Jekyll's Thinking Room
I have way too many figures to rebase. Need to get on that soon.
Dr. Jekyll
May 7th, 2020 11:04 PM
Re: Dr. Jekyll's Thinking Room
Quote:
Originally Posted by tcglkn
(Post 2380474)
I have way too many figures to rebase. Need to get on that soon.