Re: Public Design Workshop
FreshFoods C3G Designs
Spoiler Alert!
MARVEL
Battlestar
Spoiler Alert!
NAME = BATTLESTAR
SECRET IDENTITY = LEMAR HOSKINS
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = SOLDIER
PERSONALITY = ???
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 170~
BORN FIGHTER
After attacking an adjacent figure with Battlestar’s normal attack, if you did not reveal an Order Marker on this card this turn, he may attack one additional time.
COORDINATED COUNTER
After a figure you control wounds an opposing figure adjacent to Battlestar during your opponent’s turn, that figure receives one additional wound.
ADAMANTIUM ALLOY DEFENSE
Battlestar’s defense number and defense rolls cannot be subtracted from or reduced by any special power.
Elsa Bloodstone
Spoiler Alert!
NAME = ELSA BLOODSTONE
SECRET IDENTITY = N/A
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER
PERSONALITY = BRASH/FIERY/SNARKY/FEISTY
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 6
ATTACK = 4
DEFENSE = 5
POINTS = Mid 200s
BLOODGEM CHOKER/BLOODSTONE HERITAGE
An opponent’s Undead or Demon figure may never take control of Elsa Bloodstone or replace her with another figure when she is destroyed.
ABNORMAL AMMO
At the beginning of your turn, choose one of the following effects : - Undead and Lycanthrope figures roll 2 fewer defense die against Elsa’s normal attack.
- Large and Huge figures roll 2 fewer defense die against Elsa’s normal attack.
- If Elsa inflicts a wound with her normal attack, roll an unblockable attack die against that figure.
The effect lasts until the end of your turn. Each effect can be chosen once per round. When Elsa attacks with a normal attack, she may attack one additional time.
SUPER STRENGTH
Rescue
Spoiler Alert!
NAME = RESCUE
SECRET IDENTITY = PEPPER POTTS
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = PROTECTOR?
PERSONALITY = COMPASSIONATE
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 3
DEFENSE = 6
POINTS = ???
SEARCH AND RESCUE
After a figure you control within clear sight of Rescue receives a wound, you may move Rescue up to 4 spaces. If Rescue ends this move within 4 clear sight spaces of the wounded figure, you may place that figure adjacent to Rescue. Figures moved by this special power never take leaving engagement attacks.
MAGNETIC SOMETHING OR OTHER
Instead of attacking, you may use this special power. Choose a figure within 6 clear sight spaces of Rescue, and roll an attack die. If you roll a skull, choose one of the following effects ;
The chosen figure cannot move or be moved by any special power until the start of your next player turn.
Place the chosen figure on an empty space within 4 spaces of the figure. The chosen figure will not take any leaving engagement attacks.
MAGNETIC FORCE FIELD
Before an opponent moves a figure that began its movement within 4 clear sight spaces of Rescue, that opponent must roll the 20-sided die. If that opponent rolls 16 or higher, that figure may not move.
SUPER STRENGTH
FLYING
Spider-Man (Marvel vs. Capcom)
Spoiler Alert!
NAME = SPIDER-MAN (MARVEL VS. CAPCOM)
SECRET IDENTITY = PETER PARKER (CROSSOVER)
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = FIGHTER
PERSONALITY = SARCASTIC OR SOMETHING
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
SPIDER VERSE : WEB BALL
Before moving with Spider-Man, you may use this power. Choose an enemy figure within 4 clear sight spaces of Spider-Man, and roll a combat die. If you roll a shield, that figure may not be moved for the rest of this player turn.
SPIDER STING SPECIAL ATTACK
Range 1. Attack 4.
Figures that cannot move roll one fewer defense die against this special attack. After using this attack, if you inflicted one or more wounds or rolled at least 3 skulls, you may attack one additional time.
MAXIMUM SPIDER
Instead of attacking normally, you may use this special power. Choose a figure within 4 clear sight spaces, and roll an unblockable attack die. If you inflict a wound, place Spider-Man adjacent to the chosen figure. Once per game, after placing Spider-Man with this special power, you may attack the chosen figure up to 3 times with Spider-Man's normal attack.
The Thing (Wrestler)
Spoiler Alert!
NAME = THE THING (UCWF)
SECRET IDENTITY = BEN GRIMM
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = WRESTLER
PERSONALITY = GRUFF
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 6
DEFENSE = 8
POINTS = ???
HOT TAG
If a Wrestler you control with at least one wound marker ends its turn adjacent to The Thing, you may take an immediate turn with The Thing, and you may not take any additional turns with other figures you control.
SUPER GRAPPLING
After moving and before attacking, you may switch The Thing and any small, medium, or large figure he is engaged with. Switched figures never take leaving engagement attacks.
UNLIMITED CLASS SLAM
The Thing must have at least two wound markers on his card to use this special power. Instead of moving normally, choose a clear space within 5 clear sight spaces of The Thing. Place The Thing on the chosen space, roll 2 unblockable attack die against each figure within one space of the chosen tile. The Thing may only use this special power once per game.
Venom (Black Panther)
Spoiler Alert!
NAME = VENOM
SECRET IDENTITY = T’CHALLA
SPECIES = SYMBIOTE
UNIQUENESS = UNIQUE HERO
CLASS = ???
PERSONALITY = RESOLUTE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
SOMETHING ABOUT BEING A SNEAKY SYMBIOTE
Before taking a turn with Venom, you may choose a figure on the battlefield that Venom is not engaged with. If the chosen figure does not have clear line of sight to Venom, or if there are 3 or more Wound Markers on this Army Card, before attacking the chosen figure normally, you may roll an unblockable attack die against that figure. You may continue rolling for Symbiote Assault until you do not roll a skull, to a max of 3 times.
TANKY SYMBIOTE POWER
If Venom is attacked and at least one skull is rolled, you may roll the 20-sided die. If you roll an 11 or higher, the most wounds you can take is one, and you may use the Tendril Swing 3 special power after placing Wound Markers.
TENDRIL SWING 3
Instead of his normal move, Venom may move up to 3 spaces with Tendril Swing. When moving with Tendril Swing, Venom has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks. After using Tendril Swing 3, you may use it one additional time.
Venom (Hulk)
Spoiler Alert!
NAME = VENOM
SECRET IDENTITY = BRUCE BANNER (CROSSOVER?)
SPECIES = SYMBIOTE
UNIQUENESS = UNIQUE HERO
CLASS = ???
PERSONALITY = ANGRY
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 5
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = A whole lot
SYMBIOTE LEAP
Instead of his normal move, Venom may choose an adjacent figure and move up to 3 spaces with Symbiote Leap. When moving with Symbiote Leap, Venom has the Flying special power, but may not move up or down more than 50 levels in a single leap. After placing Venom, place the chosen figure adjacent to Venom and roll an unblockable attack die against that figure. Figures moved by this power do not take any leaving engagement attacks.
DESTRUCTIVE RAGE
After Venom attacks an adjacent figure, if he did not inflict any wounds, you may place a Wound Marker on this card and attack an adjacent figure again, rolling one additional die for each Wound Marker on this card.
???
After rolling defense dice against a normal attack from an adjacent attacking figure, you may roll an unblockable attack die against that figure for each wound Venom received. For every 2 wounds inflicted by this power, remove 1 wound marker from this army card.
SUPER STRENGTH
DC
Batman (Red Son)
Spoiler Alert!
NAME = BATMAN
SECRET IDENTITY = ???
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = REVOLUTIONARY
PERSONALITY = VENGEFUL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = ???
UTILITY BELT 1
At the start of the game, after Order Markers are placed and before initiative is rolled, you may place one Utility Equipment Glyph of your choice on this card. Batman cannot lose this glyph by receiving wounds unless he is destroyed.
SOMETHING ABOUT PLACING BOMBS
Begin the game with 3 Glyphs of Remotely-Detonated Bombs. At the start of the game, after Order Markers are placed and before initiative is rolled, place all 3 Glyphs of Remotely-Detonated Bomb anywhere on the map that is not in a start zone, or within 4 spaces of each other. After moving and before attacking with Batman, you may destroy any number of Glyphs of Remotely-Detonated Bomb that was placed by this power.
BRUTAL DOUBLE ATTACK
When Batman attacks with an adjacent normal attack, he may attack one additional time. After each adjacent normal attack with Batman, if he inflicted one or more wounds on the defending figure and that figure has only one Life remaining, roll an unblockable attack die against that figure.
Blight
Spoiler Alert!
NAME = BLIGHT
SECRET IDENTITY = DEREK POWERS
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CRIME LORD
PERSONALITY = UNSTABLE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = ???
WAYNE-POWERS ENTERPRISES
Start the game with 3 black Investment Markers on this card. Once per round, before rolling normal attack die for a Criminal or Crime Lord that you control and is adjacent to Blight, you may remove an Investment Marker from this card. If the chosen figure inflicts a wound, you may remove a random Order Marker from the defending figure’s card.
NUCLEAR DISASTER
If there are 2 or more wound markers on this card, all other special powers are negated, add 4 to Blight's range number and: - If there are 3 or more wound markers on this card, you must roll an unblockable attack die after against each figure adjacent to Blight after attacking a figure and;
- If there are 4 or more wound markers on this card, after making a normal attack, you must attack an additional figure, if possible.
CITY OF HEROES
Captain Mako
Spoiler Alert!
NAME = CAPTAIN MAKO
SECRET IDENTITY = GIDEON RAY
SPECIES = SHARK
UNIQUENESS = UNIQUE HERO
CLASS = PIRATE
PERSONALITY = MENACING/SADISTIC or something like that
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 5
POINTS = ???
COV LACKEY POWER
If another figure with this special power has already inflicted at least one wound on an enemy figure this player turn, this dude gets (autoskull against the same target?)(+1 move, +1 attack?). Or some other sort of "hey we're competing" type theme twiddle.
WATER STALKER
Captain Mako does not stop his movement when entering water spaces. Captain Mako can move through all figures, is never attacked when leaving an engagement, and while on a water space, cannot be targeted by opponents' non-adjacent figures for any attacks or special powers that require clear sight.
STALKER STRIKE
When attacking with Captain Mako, subtract 1 from the target figure’s defense roll for each of the following, to a minimum of 0 defense die : - Captain Mako began his turn unengaged
- Captain Mako began his turn on a water space
- Captain Mako has not attacked this round
- The target figure does not have Super Strength
If all 4 apply, add an automatic skull to Captain Mako’s attack.
BIO
Born in Paragon City, Gideon’s parents couldn’t cope with his extreme mutation. Tormented by other children, this led to several deaths and Gideon’s disappearance. Reappearing years later as a modern pirate, Gideon Ray - now, Captain Mako - quickly caught the attention of Lord Recluse. Often used as Recluse’s assassin, Captain Mako is a bloodthirsty opportunist that is always glad to kill.
OVERWATCH
Lúcio
Spoiler Alert!
NAME = LUCIO
SECRET IDENTITY = LÚCIO CORREIA DOS SANTOS
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CELEBRITY
PERSONALITY = OPTIMISTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 4
SOUND BARRIER
At the start of each round, place 1 orange Ultimate Marker on this card, to a maximum of 3. Before rolling initiative, remove 3 Ultimate Markers from this card and choose up to 3 Unique Heroes that you control. The next time this round a chosen figure or Lucio would receive one or more wounds, ignore those wounds.
CROSSFADE
Before moving Lucio, you may choose a song :
Healing Boost : Roll one 20 sided die for each Unique Hero you control within 3 clear sight spaces of Lucio. If you roll a 15 or higher, remove one wound marker from each figure.
Speed Boost : A Unique Hero you control that begins their turn within 3 clear sight spaces of Lucio adds 2 to their Move number.
SOUNDWAVE
If Lucio attacks an adjacent figure, after rolling defense die, you may Knockback the defending figure by placing it on an empty space up to X spaces from its current position. X is equal to the number of skulls rolled in the attack, to a total of 3 spaces. A figure moved by this special power never takes any leaving engagement attacks. A figure moved by this special power can receive any falling damage that may apply.
MISC.
Predator Elder
Spoiler Alert!
NAME = PREDATOR ELDER
SECRET IDENTITY = N/A
SPECIES = YAUTJA
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER
PERSONALITY = EXPERIENCED
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = 280
BEGIN THE HUNT
At the beginning of the game, choose an opponent's Unique or Event Hero. That figure is considered the Elder's Prey. After revealing an Order Marker and taking a turn with Predator Elder, you may take a turn with one Relentless Yautja you control. If Predator Elder inflicted a wound on his Prey or his Prey is destroyed, you may take a turn with up to two Relentless Yautja you control. You may not take any additional turns with other figures you control.
YAUTJA CLOAKING DEVICE
This Predator Elder may move through all figures and is never attacked when leaving an engagement. While occupying a non-water space, this Predator cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight.
COMBISTICK COMBAT
Before attacking with Predator Elder, you may choose to do one of the following:
• add 1 automatic skull to his attack; or
• attack normally up to 2 times this turn; or
• add 4 to your range number.
The Rocketeer
Spoiler Alert!
NAME = THE ROCKETEER
SECRET IDENTITY = CLIFF SECORD
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CRIME FIGHTER
PERSONALITY = DARING/RECKLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = ???
BLAST OFF
Before moving, you may roll the 20 sided die. If you roll an 11 or higher, roll an unblockable attack die against each figure adjacent to The Rocketeer, and The Rocketeer does not take leaving engagement attacks this turn.
ROCKET PUNCH
After moving normally, if The Rocketeer moved at least 3 spaces in a straight line, roll two additional die when attacking an adjacent figure.
FLYING
UNAPPROVED PROPERTIES
The Bride (Kill Bill)
Spoiler Alert!
NAME = THE BRIDE
SECRET IDENTITY = BEATRIX KIDDO
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ASSASSIN
PERSONALITY = VENGEFUL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
GO THE DISTANCE
Once per round, if The Bride would be destroyed by receiving wounds, she instead takes no damage.
SWORDPLAY
If The Bride attacks an adjacent figure with her normal attack and at least one skull is rolled, She may attack an adjacent figure again. She may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.
EXPLODING HEART TECHNIQUE
After attacking, instead of placing wounds, you may choose the figure you attacked and use this special power. The controller of the chosen figure must move it 3 spaces if able, ignoring all leaving engagement attacks. Then roll 3 unblockable attack die against the figure. You may use this special power once per game.
Jhin (League of Legends)
Spoiler Alert!
NAME = JHIN
SECRET IDENTITY = N/A
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SLASHER?
PERSONALITY = OBSESSIVE
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 4
RANGE = 8
ATTACK = 4
DEFENSE = 4
POINTS = ???
VIRTUOSO
Start the game with 4 silver Bullet Markers on this card. Before making a non-adjacent attack with Jhin, you must remove a Bullet Marker from this card. If an attack would remove the last Bullet Marker from this army card, add an automatic skull to that attack. If there are no Bullet Markers on this card, Jhin has a range of 1 and a move of 8. Instead of attacking with Jhin, you may place all 4 Bullet Markers on this card.
CURTAIN CALL SPECIAL ATTACK
Range 12. Attack 2.
Instead of moving and attacking, you may use this special attack. Figures attacked by this special attack roll 2 fewer defense die for each skull rolled. After using this special attack, you may use it 3 additional times. You may only use this special attack once per game.
Jill Valentine (Resident Evil)
Spoiler Alert!
NAME = JILL VALENTINE
SECRET IDENTITY = N/A
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = AGENT
PERSONALITY = DETERMINED
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 4
DEFENSE = 5
POINTS = Mid 100s?
FIELD PARTNER
At the beginning of the game, choose an Agent that you control. That figure is considered Jill Valentine's Partner. After taking a turn with Jill Valentine’s Partner, you may take an immediate turn with Jill Valentine, and you may not take any additional turns with other figures you control.
GRENADE LAUNCHER SPECIAL ATTACK
Range 5. Lob 12. Attack 4.
Begin the game with 3 white Grenade Launcher Markers on this card. To use this attack, remove a Grenade Launcher Marker from this card. Choose a space to grenade. All figures on or within 1 space of the chosen space are affected. No clear line of sight is needed. Roll 4 attack dice once for all affected figures. All blanks rolled count as additional skulls. Each figure rolls defense dice separately.
EVASIVE DODGE
After rolling defense dice, if Jill Valentine did not receive any wounds, you may move Jill Valentine one space for each shield rolled. Jill Valentine does not take leaving engagement attacks when moving with Evasive Dodge.
Mad Max
Spoiler Alert!
NAME = MAD MAX
SECRET IDENTITY = MAX ROCKATANSKY
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LONER
PERSONALITY = STOIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 3
POINTS = ???
ADEPT OPERATOR
After revealing an Order Marker on this card and moving a vehicle, you may move that vehicle one additional space. When rolling the 20-sided die for a vehicle that Mad Max occupies, you may add 2 to your roll.
ROAD WARRIOR
If there is at least 1 Wound Marker on this card, the most wounds Mad Max can receive from an attack or a vehicle that he occupied being destroyed is one.
SAWED OFF SHOTGUN SPECIAL ATTACK
Range 3. Attack 2.
Begin the game with 3 white shotgun markers. To use this special power, you must remove a shotgun marker from this card. Each skull rolled counts as an additional hit. When Mad Max attacks a figure adjacent to himself or a vehicle he is occupying, you may roll one additional die. When Mad Max attacks with this special attack, he may attack one additional time.
War Boys (Mad Max)
Spoiler Alert!
NAME = WAR BOYS
SECRET IDENTITY =
SPECIES = HUMAN
UNIQUENESS = COMMON SQUAD (3)
CLASS = ZEALOTS
PERSONALITY = LOYAL
SIZE/HEIGHT = MEDIUM 5
LIFE = 1
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = ???
CATCH A RIDE
Before moving a medium, large, or huge vehicle that you control, you may choose any or all War Boys adjacent to the vehicle. After moving the vehicle, place each chosen War Boy on an unoccupied space adjacent to the vehicle. If a War Boy cannot be placed on an unoccupied space, destroy that War Boy.
WITNESS ME!
After moving and attacking, you may choose one War Boy that you control that did not attack. Roll two attack die for each figure or destructible object adjacent to the chosen War Boy. If both die are skulls, inflict one wound on the chosen figure. If at least one figure is wounded by this power, you may move each War Boy that you control 4 spaces. After using this special power, destroy the chosen War Boy.
Last edited by FreshFoods; July 12th, 2022 at 08:26 AM.
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