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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Post
NAME = SUPERBOY-PRIME
SECRET IDENTY = CLARK KENT SPECIES = KRYPTONIAN-PRIME UNIQUENESS = EVENT HERO CLASS = ANTAGONIST PERSONALITY = UNSTABLE LIFE = 7 MOVE = 10 RANGE = 1 ATTACK = 9 DEFENSE = 9 POINTS = ? YELLOW SOLAR POWERED SUIT Once per game, instead taking a turn with Superboy-Prime, you may reveal your X Order Marker on this card and roll 7 combat dice. Remove one Wound Marker from this card for each shield rolled. HEAT VISION SPECIAL ATTACK Range 4. Attack 2+ Special. Choose a figure to attack and roll 2 attack dice. For each skull rolled, roll one additional attack die. Continue rolling additional attack dice for each additional skull rolled until no skulls are rolled. The defending figure rolls defense normally. UNRIVALED KRYPTONIAN DEFENSE When rolling defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as additional shields. This figure is not affected by special powers or glyphs that affect Kryptonians. Super Strength Flying Last edited by bsbush7690; September 8th, 2014 at 07:01 PM. |
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Re: Public Design Post
We picked up a few random mini's at a yard sale and my son immediately said..."are they Mardies". He's still at that age where he believes I can do anything so when he looked through our binder and didn't see a card he said we should make one. I will post the mini later but here was our ideas...
NAME = M.R.D. TROOPER SECRET IDENTY = --- SPECIES = HUMAN UNIQUENESS = COMMON HERO CLASS = TROOPERS PERSONALITY = ??? LIFE = 1 MOVE = 5 RANGE = 5 ATTACK = 3 DEFENSE = 3 POINTS = 40 MUTANT ASSAULT FORCE After revealing an Order Marker on this card you may move and attack with up to three M.R.D. Troopers you control. You may attack with any M.R.D. Troopers, even a M.R.D. Troopers that you did not move this turn. ANTI-MUTANT TECHNOLOGY 16 When attacking or defending against an Mutant, M.R.D. Troopers rolls an additional die. If the defending Mutant figure receives one or more wounds from this attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher the Mutant figure cannot use any special powers for the remainder of the round. With MUTANT ASSAULT FORCE I wanted them to act like a squad without being a squad so I didn't have to buy them in groups of three. I think there may already be a power that is essentially this but couldn't remember where it was. ANTI MUTANT TECH - Boost against Mutants of course and wanted something along the lines of the Glyph of Neutralizer (Negate Mutant Abilities) but not as strong and only after a successful attack. At least in the version portrayed in Wolverine and the X-Men the MRD uses tech stolen from Forge so a less powerful version of the Neutralizer seemed thematic as well. Trooper has only been used with Para Shock Troopers and I couldn't fine any synergies that would be messed up and if we want to expand later I figured we could tie it down to "Human Troopers" to eliminate any bleed over into the PSTs I thought a good target could be 40 points to work with the 160 point Sentinel 4x Sentinel + 9xM.R.D. for 1000 OR 5 of each or whatever...Lots of combos for any round number. Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. Last edited by japes; September 9th, 2014 at 10:04 AM. |
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Re: Public Design Post
40 seems pretty low. Beat Cops are 65 with same stats minus one Attack. I think 70-80 would probably be more like it, possibly more.
Edit: I like the specials though. |
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Re: Public Design Post
Quote:
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. Last edited by japes; September 9th, 2014 at 10:53 AM. Reason: And Thanks. |
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Re: Public Design Post
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Edit: One problem with the ability to attack with 3 in the special, they will ultimately be playtested and costed with 3 or more to get a fair cost. That will make them underwhelming to field only one or two. Of course time will tell. |
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Re: Public Design Post
Quote:
Superman II Vs. Superboy-Prime Life = 8 Vs. 7 Move = 10 Vs. 10 Range = 1 Vs. 1 Attack = 8 Vs. 9 Defense = 7 Vs. 9 Looking at Stats alone, he is closest to Supes II, but he has 1 less life, 1 more attack, and 2 more defense putting him solidly in the 450+ Range. Now to compare special powers between Supes II and Superboy-Prime. Superman II Vs. Superboy-Prime Super Breath Vs. Yellow Solar Powered Suit Heat Vision Vs. Heat Vision Kryptonian Defense Vs. Kryptonian Defense THe only real difference between them is that Supes II has Super Breath, a figure movement power, and Prime has YSPS, a once per game healing power. Thus we see that they have very similar stats and powers, but Primes are slightly better, plus you have to take into account that Prime is an event hero and not an Unique hero. The problem with costing him is that YSPS has the potential to basically double his cost by healing him back from 1 life remaining. While thematic, it will make him tricky to cost. Based off of this analysis, he is clearly stronger than Supes II making him more than 450 points. Base Stats are about the same, so without YSPS I'd say he'd probably fall in around 480, but adding SPS it has the potential to add another 411 points onto his cost making him worth roughly 895 (Rounded up because we don't have point values of 1 in this game), but YSPS is variable and sometimes you'll get no shields and sometimes you'll get 7 and sometimes somewhere in between, thus, to account for that, I would guesstimate he'll fall somewhere closer to 800 even. |
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Re: Public Design Post
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If you field one or two thats a YOU issue. Thematically one or two normal humans with some training and a little tech should get a beat down from a grown Mutant. They are meant to be played with 3 or more but the point is that more can be 4 or 5 or 6 or 7 and so on not limited to 3 or 6 or 9. Makes them a great filler unit whereas 120 point squad is a little more limiting. Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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