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  #73  
Old April 30th, 2008, 11:00 PM
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Re: Custom Common Hero Contest!

Acid Spit: The ability makes it harder to kill DW's, but not by much. It is still pretty deadly to them. DW8K is still more than 50% likely to die in one turn, while Q9, your major target, still has 4 Life and will take 2 turns, minimum, to kill. I still think it is less of a Q9 killer than a DW8K killer, and at best on about even footing with killing Q9.

I think reducing the number of defense dice that are taken away will help put the DW's back in the running.

Put another way, do we really want such a low-priced figure able to wipe Q9 out that easily? I like the general idea, but I would bring the power back down a few notches. Remember, Sonlen, et. al., cost a lot more for a lesser chance of killing the Soulborgs!

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  #74  
Old April 30th, 2008, 11:14 PM
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Re: Custom Common Hero Contest!

Hive Node: I have a few questions. You say that you MAY keep the Hive Nodes aside, as sort of an optional Drop ability. If you place them on the board instead, I assume they go in your start zone?

Also, let's assume you have placed the first Node 12 spaces from the Hive, and the next node 6 spaces further. What happens if the first (closer to the Hive) node is destroyed? Is the link back to the Hive broken? Are any Nodes that cannot trace a line back to the Hive by 12 spaces directly or 6 spaces to another Node that itself has 12 space LOS automatically destroyed, or are they functional unless and until another Node is put in between?

Am I making sense?

You could solve the first issue by stating that Nodes are not placed on the board at the start of the game, a la the Rechets of Bogden wording.

You can solve the second issue by stating either A) Place a Node within 12 clear sight spaces of the Hive, period, or B) find a way to word it so that LOS must be traced through successive Hive Nodes (at worst), all the way to the Hive. I am not up to finding concise and clear wording at the moment.

Overall, I really like the idea. It's the wording and card size that make it difficult.

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  #75  
Old April 30th, 2008, 11:34 PM
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Re: Custom Common Hero Contest!

I blame Craig & Co. for making Q9 too similar to the DW's and too much better at the same time.

I would like the figure to be able to hurt Q9 with relative ease, but not "wipe out." If you can get one in two N'Kobs in for a hit, you'd be just about even on points. You really don't have to worry about them completely taking him out, just look at how easy it is for him to take out them and their spider escorts!

How about...

ACID SPIT SPECIAL ATTACK
Range 3. Attack Special.
If N'Kob is attacking a single-based figure, roll 1 attack die for Acid Spit Special Attack. If N'Kob is attacking a double-based figure, roll 2 attack dice for Acid Spit Special Attack. Figures attacked with Acid Spit Special Attack cannot roll more than 2 defense dice.

I want to keep the number of attack dice low, so it's hard to balance that with lowering defense a reasonable amount. This version leaves only a 22% chance of wounding single-basers, though, while giving a 44% chance to hit Q9.

Since acid would be hard to "block" in a conventional sense, you only get 2 defense dice. 1 attack dice compared to 2 attack dice is because it's harder for double-basers to get out of the way of a stream of acid (in addition to hurting Q9).

What do you think?


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  #76  
Old April 30th, 2008, 11:51 PM
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Re: Custom Common Hero Contest!

Necro:

Mechanically, it's a lot better. It seems to chafe a little at fitting into the existing rules base (not per se, but in terms of being fitting in with the way that other powers have been added into the game).

I also think you overestimate how easily Q9 can take out several N'Kobs (say, 3) and a squad of spiders. He is still worth as much as 2 squads plus 3 of these guys and then some, but with their Defense of 3, he won't simply clean them all up quite that quickly.

The 2-base thing really helps. I just think it's a little awkward, though I can't put my finger on exactly why. I will try to think of another way to do it. Meantime, will the rest of the crowd please weigh in? Maybe one of you has the magic bullet this entry needs to be perfect.

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  #77  
Old April 30th, 2008, 11:58 PM
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Re: Custom Common Hero Contest!

The spiders can only move one of these into position at a time, considerable luck and strategic use of Sense Weakness notwithstanding. Using 3 dice, Q9 has a 51% chance of killing him, and he can attempt that 3 times in one turn. I'd say that's pretty good odds in his favor. I think it "doesn't quite fit" because the number of a unit's bases has yet to be referenced in an ability, but there's always a first time.

I also think no one else has spoken up because they're competing against me.


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  #78  
Old May 1st, 2008, 12:10 AM
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Re: Custom Common Hero Contest!

Allrighty then. I don't have an image for this yet, as I haven't created a figure. I'm not really sure what to use. I don't have that many Drones that I'd want to cut one up. My plan is to use warriors and Ne Gok Sa, but I can't find anything there that I want to use. I'll keep working on it.

Until then...

Marro Swarm Masters are the ruthless leaders of Marro Drones. The Marro Swam Masters lead the Marro Drones mercilessly into battle, taking control of them during the key moments and expending all of their life-force in one final, brutal attack.




I'm sure it needs work, but I liked the idea of the Master taking control of one of the drones and "using him up". Leaving an empty shell. I figured it took a big attack to be worth using a drone.
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  #79  
Old May 1st, 2008, 12:21 AM
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Re: Custom Common Hero Contest!

Very cool attack, however 8 attack dice is a lot. Not sure if it's too good or not, though, considering the order markers and placement required to pull it off. Then again, you're only giving up 17 points (1 drone) to average 4 skulls! Even Deathwalker 9000's 9 defense couldn't handle that.
Also, site should be sight.


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  #80  
Old May 1st, 2008, 12:46 AM
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Re: Custom Common Hero Contest!

Ok, here's my common hero for Vydar:


I wanted to create a Vydar version of Isamu (low-cost) with this hero; however, I wanted to rate the cost not so much in the base stats (given, an RA isn't particularly sturdy), but more in the risk of possibly wasting a turn/turns and/or relying on these fragile guys over multiple turns. Thus the "rebellious" attribute.

The payoff for the risk is a 10-space effective range (7 move + 3 range) and Deadly Shot.

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  #81  
Old May 1st, 2008, 12:56 AM
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Re: Custom Common Hero Contest!

That first ability does absolutely nothing. You're supposed to be able to take a turn with any common figure. Unless you're wanting it to mean you have to keep the figures and cards separated, and put the order markers on the specific agent you want to use for the turn.
But that's a) not clear from the way it's written, b) too complicated, and c) a bad idea, IMO.


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  #82  
Old May 1st, 2008, 09:58 AM
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Re: Custom Common Hero Contest!

I think that you're missing my intent (which is likely my fault from the wording).

The intent is that if you throw one turn marker on a Rogue Agent, you only have a 25% chance of successfully taking a turn with the agent (any agent, of course). However, the more you turn markers per round you commit to an RA, the more likely you are not to waste a turn.

I envision the most likely scenario to be sacrificing the X turn marker to at least raise the odds of a successful, single-turn activation to 50%. Which, by the odds and the sacrifice of the X turn marker, would be costly. Also, if you're willing to commit all 4 turn markers to 1-life, 1-defense figures in one round, the "reward" is that you don't gamble on taking the turn, plus should you have more than one, you have a "squad" of guys with Deadly Shot.

Does that help clarify it?

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  #83  
Old May 1st, 2008, 10:07 AM
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Re: Custom Common Hero Contest!

Quote:
Originally Posted by fil View Post
I think that you're missing my intent (which is likely my fault from the wording).

The intent is that if you throw one turn marker on a Rogue Agent, you only have a 25% chance of successfully taking a turn with the agent (any agent, of course). However, the more you turn markers per round you commit to an RA, the more likely you are not to waste a turn.

I envision the most likely scenario to be sacrificing the X turn marker to at least raise the odds of a successful, single-turn activation to 50%. Which, by the odds and the sacrifice of the X turn marker, would be costly. Also, if you're willing to commit all 4 turn markers to 1-life, 1-defense figures in one round, the "reward" is that you don't gamble on taking the turn, plus should you have more than one, you have a "squad" of guys with Deadly Shot.

Does that help clarify it?
I really like this. When I first saw the Attack 2, Deadly Shot, for 10 points, I was aghast. However, the D20 roll really makes this work.

UNLESS: You only take these guys! Then, you are placing all your order markers on them automatically, and getting free Deadly Shots! This requires you to have about thirty or forty of them, though, and they are pretty easy pickings. I suppose the only way to really abuse them is to place most order markers on them for a few rounds.

I suggest giving a small chance of failure, even with the X. Perhaps they could rebel on a 1-3 with the X, then on a 1-7, 1-11 and 1-15 with successively fewer order markers?

The good news is that, being commons, they don't break the game when either Red Skull or Doctor Doom come into play.

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  #84  
Old May 1st, 2008, 10:10 AM
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Re: Custom Common Hero Contest!

Quote:
Originally Posted by Padwhite View Post

Marro Swarm Masters are the ruthless leaders of Marro Drones. The Marro Swam Masters lead the Marro Drones mercilessly into battle, taking control of them during the key moments and expending all of their life-force in one final, brutal attack.

I'm sure it needs work, but I liked the idea of the Master taking control of one of the drones and "using him up". Leaving an empty shell. I figured it took a big attack to be worth using a drone.
The basic idea is great. In the wording, I think you want to specify "adjacent to that Marro Drone." Otherwise, it is very much like the Pounce Special Attack of the Wolves of Badru, except for the auto-kill. I am with Necro in thinking that the attack is a bit much; perhaps 6 would be better?

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