Re: Public Design Post
Mysterion
Spoiler Alert!
Name = Mysterion
Mini=
https://herominis.com/media/catalog/.../s/asm026f.jpg
Species = Human
Uniqueness = Unique Hero
Class = Criminal
Personality = Tricky
Size/height = Medium 5
Life = 4
Move = 5
Range = 4
[B]Attack = 2
Defense = 2
Points = 100
Explosive Trap
Start the game with one Explosive Trap Glyph on this army card. After Order Markers have been placed at the start of a round, you may place one unrevealed Order Marker on this card on top of the Hidden Trap Marker and place an Explosive Trap Glyph from this card on any empty space within 2 spaces of Mysterion. Explosive Trap Glyphs may not be placed in water. When the Order Marker on the Hidden Trap Marker is revealed, if Mysterion's Explosive Trap Glyph is Symbol Side up on the battlefield, flip it to Power Side up, and subtract 6 times the number of the Order Marker from each roll made for the glyph of explosive trap this turn.
Explosive Exit!
If Mysterion is attacked by an enemy figure and at least one skull is rolled, and, if Mysterion's Explosive Trap Glyph is Symbol Side up on the battlefield, flip it to Power Side up, and Mysterion takes no damage, and may move up to four spaces, to an allied mechanical unit. Moving with Explosive Exit does not prompt disengagement attacks.
Blinding Gas
All figures within 3 spaces of Mysterion subtract 3 from their Range number, to a minimum of 1. If Mysterion has one or more wounds, he is also affected by this special power.
NAME = EXPLOSIVE TRAP
(summary of power) = Damaging Trap
TYPE OF GLYPH = TEMPORARY
POWER TEXT = When this glyph is flipped Power Side up, each figure within 1 space of this glyph must roll the 20-sided die, and the following happens, depending on the result of the roll:
above 7: Nothing happens
2-7: The unit takes 1 unblockable damage
-10-1: The unit takes 2 unblockable damage
below -10: The unit takes 4 unblockable damage
Thanos (mostly just a concept)
Spoiler Alert!
Name=Thanos
Secret identity = Thanos
Species = Eternal
Uniqueness = Unique hero
Class = Conquerer
Personality = Nihilist
Size/Height = Medium, 6
Life = 7
Move = 5
Range = 1
Attack = 6
Defense = 6
What does it cost you? = Everything. (500?)
Seeker of the infinity stones:
At the start of the game, choose four glyphs of infinity Stone to start on this card. The remaining stones are given to the opposing player, who may place them on their owned
Unique hero army cards.
Hunt them down:
Instead of moving normally, Thanos may move up to 5 spaces, if he would end his movement engaged with an unowned figure who has a glyph of infinity Stone on their army card. Moving with this ability does not trigger leaving engagement attacks.
Snap:
Rather than taking a turn with Thanos, If Thanos has all 7 glyphs of infinity stones on this card, remove all unowned figures from the board, and divide all of these figures into two groups. The owner of these figures chooses one group. All figures in that group are killed. The figures in the other group are returned to their original starting zone. Remove all Infinity stones from the game, permanently.
The infinity stones themselves would also have simple, stat-boosting effects. To save time, I am not going to properly format them.
Power Stone: +1 to attack against adjacent figures
Soul Stone: +1 to attack against non-adjacent figures
Mind Stone: +1 to defense
Space Stone: +2 to range
Reality Stone: +1 to range
Time Stone: +1 to health (is this allowed?)
Soul Stone: the first time this unit would be killed, instead reduce it's health to 1.
A unit who dies drops the glyph on the spot they died, and a figure may add it to their card after attacking, if they are adjacent to it. Thanos should also be able to take them from owned figures, but I'm not sure if this would be on the glyphs or on his card.
SUPER STRENGTH FLYING
Green, the Android T-Rex
Blue, the Android Pteradactyl
Iron Legion Drones
Spoiler Alert!
mini=
https://crystal-cdn2.crystalcommerce...ultron_002.jpg
NAME = Iron Legion Autonomous Combat Suit
SECRET IDENTITY = N/A
SPECIES = ANDROID
UNIQUENESS = UNCOMMON HERO
CLASS = PROTECTOR
PERSONALITY = CALCULATING
SIZE/HEIGHT = MEDIUM/5
LIFE=3
MOVE=5
RANGE=1
ATTACK=3
DEFENSE=3
POINTS=~80
AUTONOMOUS COMBAT CIRCUIT
After taking a turn with a unique Engineer hero, or a Unique hero taking an extra turn from the use of the Slave Circuit ability, this figure may move, attack, or make an attack with "Wrist Blast Special Attack", if it is within 6 clear sight spaces of the unique hero whose turn directly precedes it.
Cogs in the Machine
androids you control adjacent to an Iron Legion Drone add 1 to their attack and 1 to their defense, or 2 to their attack and 2 to their defense if their base is at least 1 tile higher than the attacking or defending figure, against attacks from adjacent figures. Other Iron Legion Drones do not benefit from "Cogs in the Machine". A figure cannot benefit more than once from "Cogs in the Machine".
Wrist Blast Special Attack
Range 5. Attack 3.
This special attack benefits from height advantage. If Wrist Blast Special Attack benefits from height advantage, this figure may attack again, targeting an enemy figure who this attack does not benefit from height advantage against.
FLYING
Black Flash
Spoiler Alert!
Name = Black Flash
Species = Undead
Uniqueness = Unique Hero
Class = Destroyer (Again, doesn't quite fit, but nothing else stood out)
Personality = Relentless
Health = 6
Move = 12
Range = 1
Attack = 5
Defense = 5
Points = 250
Superspeed
Black Flash may more through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Black Flash, if he did not use his Chronokinesis Special Attack, he may move up to an additional 4 spaces.
Chronokinesis Special Attack
Range 3. Attack 4.
After attacking with this attack, Black Flash may move to a space adjacent to the target, moving the minimum spaces required to do so, then he may attack again, repeating to a maximum of 4 times, targeting different targets with each attack.
Speed Force Hunter
When attacking a figure with Superspeed with a normal attack or Chronokinesis, Black Flash adds 2 to his attack number.
Black Racer
Spoiler Alert!
Name = Black Racer
Species = Entity
Uniqueness = Unique Hero
Class = Destroyer
Personality = Relentless
Health = 7
Move = 12
Range = 1
Attack = 7
Defense = 6
Points = 350
Superspeed
Dark Racer may more through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces.
Deathstroke
After moving normally with Dark Racer and moving through at least 3 noncontrolled heros, roll 12 attack dice. All enemy heros roll defense dice together, adding their defense numbers to each other. Wounds inflicted with this ability are distributed as evenly as possible, otherwise the owner of Black Racer decides. Black Racer may not attack on a turn where he used this ability.
Speed Force Hunter
When attacking a figure with Superspeed with a normal attack, Black Racer adds 2 to his attack number.
Name: Venom Symbiote
Spoiler Alert!
Species: Symbiote
Uniqueness: Unique Hero
Class: ??? (help...)
Personality: Ravenous
Size/Height: small, 3
Life: 2
Move: 3
Range: 1
Attack: 2
Defense: 3
Points: 230
Symbiote:
Venom Symbiote does not begin the game on the board. Instead, choose a unique human or mutate hero you control, and place Venom Symbiote on that army card. Any unique hero which has Venom Symbiote on it's army card is considered Venom's Host. That army adds three to its attack and defense when attacking or being attacked by an adjacent figure for the first time on each turn. Venom's Host is considered to also have the species of symbiote. When Venom's Host dies, or when it takes damage from an attack which deals additional damage to symbiotes, roll the 20 sided die. On a result of 9 or higher, place the venom symbiote figure adjacent to where that figure is or was. Instead of attacking, Venom Symbiote may infect an adjacent unique human or mutate hero, placing the figure on its card.
Toxic Atmosphere:
If Venom Symbiote ends a round on the field, roll 2 unblockable dice against them.
Taste for Living Flesh:
After taking a turn with Venom's Host, if a wound was dealt by a normal attack on an adjacent target, remove one wound marker from Venom's Host, if a wound was not dealt, add a wound marker instead. If Venom's Host doesn't deal any wounds in an entire round, roll 3 unblockable dice against them.
Last edited by danthem; October 13th, 2018 at 06:27 PM.
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