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Old December 5th, 2018, 02:07 AM
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Re: Public Design Workshop

I mentioned in Discord that I wanted to see what could be thought up to make Green Lanterns better team players, mainly with the goal of getting them to feel more of a part of the Justice League faction. Here's what I've come up with. Does any of it actually seem interesting?
Quote:

NAME = GREEN CONSTRUCT
SECRET IDENTITY = SPOTLIGHT

SPECIES = ENERGY
UNIQUENESS = COMMON HERO
CLASS = CONSTRUCT
PERSONALITY = ILLUMINATING

SMALL 3

LIFE = 1

MOVE = 0
RANGE = 0
ATTACK = 0
DEFENSE = 3

POINTS = ???


GREEN CONSTRUCT CREATION
Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct in your army that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.

SHINE A LIGHT
Before a figure you control attacks a figure within 4 clear sight spaces of Green Construct you control with the Shine a Light Special Power, you may roll a Combat die. If you roll a Skull, the defending figure rolls one less defense die this turn and does not receive any additional defense dice from Shadow Tiles or Jungle Pieces.
Quote:

NAME = GREEN CONSTRUCTS
SECRET IDENTITY = KNIGHTS

SPECIES = ENERGY
UNIQUENESS = UNIQUE SQUAD (3)
CLASS = CONSTRUCTS
PERSONALITY = VALIANT

MEDIUM 5

LIFE = 1

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = ???


GREEN CONSTRUCT REINFORCEMENTS
Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place all Knight Green Constructs in your army that are not on the battlefield on any empty spaces within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.

EMERALD KNIGHTS
After revealing an Order Marker on a Green Lantern or Champion figure you control, you may take a turn with these Green Constructs and you may not take any additional turns with other figures you control.

A COWARD’S REWARD
Knight Green Constructs roll one additional die against figures leaving an engagement with them.

FLYING
Quote:

NAME = GREEN CONSTRUCT
SECRET IDENTITY = BULLDOZER

SPECIES = ENERGY
UNIQUENESS = COMMON HERO
CLASS = CONSTRUCT
PERSONALITY = RESOLUTE

MEDIUM ?

LIFE = 1

MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = ???


GREEN CONSTRUCT CREATION
Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct you control that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.

GREEN CONSTRUCT CONTROL
After revealing an Order Marker on Green Lantern's Army Card, instead of attacking with that Green Lantern, you may take a turn with any Green Construct you control. Green Constructs may only attack, move, or take a turn in this manner. You may not take any additional turns with other Green Constructs this turn.

EXCAVATE
Before moving with this Green Construct, you may choose an empty single hex land terrain piece with one or more terrain pieces underneath it adjacent to this Green Construct. After moving with this Green Construct, you must place the chosen terrain piece on any empty space adjacent to this Green Construct, if possible. After placing and instead of attacking, you may choose a figure adjacent to the placed terrain piece and roll an unblockable attack die against that figure.

FLYING
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