NAME = RED TORNADO
SECRET IDENTITY = JOHN SMITH
SPECIES = ANDROID
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BENEVOLENT
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 7
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = 300
AIR ELEMENTAL FLYING
When Red Tornado starts to fly, he will not take any leaving engagement attacks. After moving normally, you may place each tiny, small, or medium figure Red Tornado passed over this turn on any empty space within 2 spaces of its original placement. A figure moved by Air Elemental Flying never takes any leaving engagement attacks. If Red Tornado uses Air Elemental Flying to move one or more figures, he may not use his Tornado Force Special Attack this turn.
TORNADO FORCE SPECIAL ATTACK
Range 5. Attack 4.
Choose up to 2 figures to attack. Roll 4 attack dice once for all affected figures. Each affected figure rolls defense dice separately. If a tiny, small, or medium figure receives one or more wounds from this special attack, you may place that figure on any empty space within 2 spaces of its original placement. A figure moved by this special attack may not be placed closer to Red Tornado than its original placement and never takes leaving engagement attacks.
SUPER STRENGTH
FLYING
Original Post:
Spoiler Alert!
Design Notes:
From Griff:
- Flying symbol -
- A new type of Stealth Flying called Elemental Wind Flying. It could be just like Stealth Flying only it also allows you to throw one figure that you passed over 4 spaces. - I wanted to have the defensive power from my own custom on him so I thought it too much to include stealth flying but the defensive power does give him a 45% chance to avoid a 50% chanced engagement attack. I changed the name also to reflect that he was once an Air Elemental.
- A Tornado Spin Special Attack. Basically all adjacent figures are affected and then you roll the D20 separately for each figure. On the roll of X or higher, you can throw that figure 4 spaces. - I liked the idea of the SA but thought that I would add a extra power that allows him to move any figure he inflicts a wound on.
- Red Tornado should be constantly throwing allies and enemies around, that is what he does. - That's what I was hoping to achieve with the Tornado Winds & the Air Elemental Flying.
From Bats:
- I like a take off of Tor-Kul-Na's Trample Stomp Special Attack except with Red Tornado flying, where he can basically attack each unit he moves over. - see comments above.
- I also like him moving a lot of enemy figures around - though not with the precision of a throw, so maybe only one or two (max) spaces at a time. - see comments above.
Basically Red Tornado is always sacrificing himself, being destroyed & rebuilt again, so instead of Resurrect type power I thought I would just give him a large life, with a low(ish) defense & defensive power that might want to make throw caution to the wind a bit.
I couldn't think of an appropriate Class for him though so any help will be appreciated.
Cheers