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Old June 11th, 2021, 11:12 PM
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Re: Thundercats Workshop

Here is what my son worked on with me year and half ago. He's updated them since but this was the skeleton...His main goal was a weak Mumm-Ra that leads his mutants and an ever living that was a one man wrecking crew. So he could have options.



Kid Arachnid and I worked on these just for fun.

NAME = LION-O

SPECIES = THUNDEREAN / THUNDERIAN (I've seen both spellings)
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4

POINTS = ???


LORD OF THE THUNDERCATS
Start the game with the Glyph of Sword of Omens on this card. Lion-O may not lose this glyph unless he has 4 or more wounds on this card after the attack. After taking a turn with a Unique Thunderean you control you may take an additional turn with a Thunderean that has not taken a turn yet this round.

THUNDERCATS HO!
Once per game, after initiative is rolled, you may use this power. When using this power all Thunderean's you control add 1 to their move, attack, and defense for the remainder of the round. Lion-O may add 2 to his Range for this round and he may attack a non adjacent figure even if he's engaged.

SIGHT BEYOND SIGHT
If Lion-O is not engaged he may look an an unrevealed OM on a figure within 8 space

NAME = GLYPH OF SWORDS OF OMENS.
EQUPMENT GLYPH
When this figure attacks an adjacent figure with a normal attack, add 2 to its attack number. Thunderean Champions add 1 to its defense.

NAME = CHEETARA

SPECIES = THUNDEREAN
UNIQUENESS = UNIQUE HERO
CLASS =
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 10
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = ???


SUPERSPEED
Cheetara may move through all figures, never takes leaving engagement attacks, and does not have to stop her movement when entering water spaces. After taking a turn with Cheetara, if she did not use her Bo Staff special power this turn, she may move up to an additional 4 spaces.

BO STAFF
After moving and before attacking with a normal attack against an adjacent figure, you may subtract any number of Cheetara's attack dice from your roll, to a minimum of 1 attack die. If you do, you may attack one additional time for each die subtracted.

SPEED EVASION
When defending against an attack with Cheetara, each blank rolled counts as 2 additional shields. After Cheetara rolls defense dice against an opponent's attack, you may immediately move her 4 spaces.

NAME = TYGRA

SPECIES = THUNDEREAN
UNIQUENESS = UNIQUE HERO
CLASS = NOBLE
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???


MAGICAL WHIP INVISIBILITY
Before moving, you may place the white Invisibility Marker on this card. While the Invisibility Marker is on this card, Tygra can move through all figures and is never attacked when leaving an engagement. Tygra cannot be targeted by opponents' non-adjacent figures for any attack or for any opponents' special powers that require clear sight. Remove the Invisibility Marker anytime Tygra becomes engaged with an opponent's figure, attacks, or uses his Mind power special ability.

MIND POWER
When Tygra or a friendly Thunderean is attacked by a non-adjacent enemy figure, and at least one skull is rolled, you may roll a combat die. If you roll a shield the defending figure cannot be targeted for any attacks or special powers from non-adjacent figures for the rest of the targeting figure's turn.

WHIP LASH SPECIAL ATTACK
Range 2. Attack 4.
Choose a non-adjacent small or medium figure whose base is not higher or lower than 3 levels from Tygra's base. Tygra may continue attacking with his Whip Lash Special Attack until the chosen figure no longer receives any wounds. Tygra cannot attack more than four times in a single turn.

NAME = PANTHRO

SPECIES = THUNDEREAN
UNIQUENESS = UNIQUE HERO
CLASS = WARRIOR / ENGINEER
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???

CATS CLAW FIGHTING STICKS (Yes most call them nunchucks but 1. he uses them more like a flail and 2. I don't recall ever hearing the word nunchucks used in universe)
Panthro may add 1 to his range when attacking a figure whose base is no more than 6 levels higher than his height or 6 levels lower than his base. After attacking he may attack one additional time.



LOCK AND STRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. If a figure receives one or more wounds from Lock and Strike, its turn immediately ends.

WILYKIT & WILYKAT
Not sure yet but I want them to work like a squad of two and still work with Lion-O's power which is why neither plan to have the "and no other turns" language.

Hopefully total them out at 1000 points.
average 200 each for the adult 4 and 100 for the kittens. Kittens could be less as well to give room for others.


NAME = Mumm-Ra

SPECIES = UNDEAD
UNIQUENESS = UNIQUE HERO
CLASS = SCORCEROR
PERSONALITY = REMORESLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 4
RANGE = 4
ATTACK = 3
DEFENSE = 3

POINTS = 125

Ancient spirits of evil, transform this decayed form...
If you also control Mumm-Ra, the Ever Living, he starts the game on this card instead. Before revealing an Order Marker on any card you control you may destroy Mumm-Ra. When ever Mumm-Ra is destroyed, after removing Mumm-Ra, you may place Mumm-Ra, the Ever Living on the same space.

MUTANTS OF PLUN-DARR LEADER POWER
???? something to lead his Minions

MAGICAL DEFENSE


NAME = MUMM-RA, THE EVER LIVING

SPECIES = UNDEAD
UNIQUENESS = EVENT HERO
CLASS =
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 5
RANGE = 1
ATTACK = 8
DEFENSE = 4

POINTS = 500-ish

SWEEPING BLADE SPECIAL ATTACK
Range Special. Attack 4.
Choose two spaces within 1 space of Korvus that are also within 1 space of each other. All other figures on or within 1 space of the chosen spaces that are no more than 3 levels higher than Korvus's height or 3 levels lower than his base are affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

MAGICAL DEFENSE

SUPER STRENGTH
FLYING

MUTANTS OF PLUN-DARR

125 Slithe
125 Jackalman
125 Monkian

Mumm-Ra total 600 points and the Mutants = 400

Also some squads of other minions 4x125 so you can do a full on army without The Ever Living version of Mumm-Ra for a second army of 1000

Squads Reptilians, Monkian, Jackalmen, Vulturemen, and Ratmen.
as well as 125 Vultureman / Vultaire
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