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  #1  
Old August 25th, 2021, 01:56 PM
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The Book of Korg - Public Playtesting

The Book of Korg

C3G (MARVEL)
(RELEASE SET)



Comic PDF


Mini PDF

The figure used for this unit is a Heroclix figure from the Mutations and Monsters set.
Its model number and name are #018 / Korg.

_________________________________________________________________

Character Bio - (Insert optional character Bio)
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:
  • N/A
Outgoing Synergy:
  • N/A
Immunities, Benefits, and Weaknesses:
  • N/A
_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-
  • Initial playtest: (Insert link here)
  • Second playtest: (Insert link here)
  • Third playtest: (Insert link here)
  • Art: Comic, Figure, Background
  • Card Art by ***

Last edited by AlexH12; September 17th, 2021 at 04:42 PM.
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  #2  
Old August 25th, 2021, 01:57 PM
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Re: The Book of Korg - Breathing

NAME = KORG

SPECIES = KRONAN
UNIQUENESS = UNIQUE HERO
CLASS = GLADIATOR
PERSONALITY = LOYAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6

POINTS = 225


WARBOUND
While Korg is adjacent to at least one friendly Gladiator, add 1 to his Attack and Defense numbers. After Korg defends against an attack, you may move one Gladiator figure you control.

ROCK WALL DEFENSE 3
If an adjacent figure attacks Korg with a normal attack, and Korg rolls at least 3 shields, Korg takes no damage, and the attacking figure receives one wound.

STONE FORCE SPECIAL ATTACK
RANGE 1 ATTACK 4+SPECIAL

Instead of moving and attacking normally, you may choose an enemy figure that is at least 2 spaces away from Korg and count the minimum number of spaces between Korg and the chosen figure. Move Korg up to 4 spaces and attack the chosen figure, adding 1 die to the attack for each space you counted.

SUPER STRENGTH

Last edited by AlexH12; September 17th, 2021 at 04:41 PM.
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  #3  
Old August 25th, 2021, 01:58 PM
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Re: The Book of Korg - Breathing

ART:
Spoiler Alert!
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  #4  
Old August 25th, 2021, 02:52 PM
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Re: The Book of Korg - Breathing

So the one big piece of feedback the Heroes had in general was that, if Warbound is going to be the key power for these guys, it might make sense to have it be a bit flashier in general? I know last time we discussed the power, we were talking about doing something similar to the Beat Cop’s Protect and Serve, where they can take wounds for each other, so maybe that’s a direction to explore?

A similar idea that’s just a total spitball.
Quote:
WARBOUND
If Korg would receive any number of wounds from an opponent’s attack, you may inflict 2 wounds on an adjacent Bruce Banner to ignore those wounds.
That would make him a great pairing with the current C3G Hulk I, and give a potential hook for a future Green Scar design.
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  #5  
Old August 25th, 2021, 03:02 PM
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Re: The Book of Korg - Breathing

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  #6  
Old August 25th, 2021, 03:12 PM
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Re: The Book of Korg - Breathing

The special attack should probably be instead of moving an attacking or move less spaces. That’s way too fast for one turn.

I agree the Warbound power is a little bland, but that’s also because they don’t have a natural reason to want to group or a way to make it easy to keep them together. So I’m pretty sure it’s just not going to be a factor most of the time. If you wanted to drop the special attack for some kinda defensive movement power or something so you could move them around more that might be neat.
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  #7  
Old August 25th, 2021, 03:29 PM
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Re: The Book of Korg - Breathing

Quote:
Originally Posted by tcglkn View Post
The special attack should probably be instead of moving an attacking or move less spaces. Thatís way too fast for one turn.

I agree the Warbound power is a little bland, but thatís also because they donít have a natural reason to want to group or a way to make it easy to keep them together. So Iím pretty sure itís just not going to be a factor most of the time. If you wanted to drop the special attack for some kinda defensive movement power or something so you could move them around more that might be neat.
Quote:
STONE FORCE SPECIAL ATTACK
RANGE 1 ATTACK 4+SPECIAL

Instead of moving and attacking normally, you may move Korg up to 4 spaces. If Korg attacks a figure that was at least 2 spaces away before moving, roll 1 additional attack die for each space Korg moved this way.
I am personally fine with Warbound being a bland power. I was talking to Nobody about it a while ago, and he brought something up about a Green Scar design that pull them all together. So he would have the flashier power and all that.
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  #8  
Old August 25th, 2021, 05:19 PM
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Re: The Book of Korg - Breathing

Here's what I had on Hulk, but totally just a rough idea.
Quote:
SAKAARSON
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control. If a Gladiator you control receives one or more wounds during an opponent's turn, you may immediately move another Gladiator you control. You may not use Warbound more than once during a player's turn.
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  #9  
Old August 25th, 2021, 05:38 PM
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Re: The Book of Korg - Breathing

Quote:
Originally Posted by MrNobody View Post
Here's what I had on Hulk, but totally just a rough idea.
Quote:
SAKAARSON
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control. If a Gladiator you control receives one or more wounds during an opponent's turn, you may immediately move another Gladiator you control. You may not use Warbound more than once during a player's turn.
Sounds good, not entirely set about the second half though. What about this?
Quote:
SAKAARSON
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control. If a Gladiator you control receives one or more wounds during an opponent's turn, any of those wounds may be distributed amongst Gladiators adjacent to the targeted Gladiator. You may not use Warbound more than once during a player's turn.
[/QUOTE]
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  #10  
Old August 25th, 2021, 05:51 PM
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Re: The Book of Korg - Breathing

My instinct is that the ability to move your figures around will make both Warbound and Sakaarson feel a lot better. No reason a different Warbound couldn’t get the movement power though.
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  #11  
Old August 25th, 2021, 06:02 PM
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Re: The Book of Korg - Breathing

Quote:
Originally Posted by MrNobody View Post
My instinct is that the ability to move your figures around will make both Warbound and Sakaarson feel a lot better. No reason a different Warbound couldnít get the movement power though.
Ok, I'm fine with the movement thing with Hulk then. What if Korg gets a defensive power like what I suggested for Hulk?
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  #12  
Old August 26th, 2021, 09:48 AM
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Re: The Book of Korg - Breathing

I don't really know the World War Hulk storyline, so it's hard for me to comment on theme too strongly, but the name of Warbound (and Hulk's tendency to be on offense) makes me think the power should be an offensive bonus rather than defensive. How about this?

WARBOUND
When this figure rolls attack or defense dice, you may re-roll a die up to X times, where X= the Attack number of an adjacent Gladiator.

Thematically, it would be showing the adjacent Gladiator stepping in with a swing or a parry to help their companion.

I don't think the +1A/+1D power is that bad either, if each member had another power that referenced it. Since a lot of these guys are lacking in personality, it could work. For instance, Korg could have Warbound, and then like some sort of Warbound Tactician power or something.

Taking a bit from the MCU, he could have a Warbound Recruitment power where he makes a figure a Gladiator, since he's the nominal leader of the insurrection there.

Also, I wonder if we could retcon Rock Wall defense on Thing to Rock Wall Defense 4 and then give Korg a smaller RWD, like 3 or something. 4 shields on 6 dice isn't going to happen a whole lot, which might be fine, but given the adjacent restriction it just makes it somewhat meh.

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