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  #1  
Old June 22nd, 2019, 01:52 PM
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DC Lantern Corps: public workshop


This thread is designed to compile any public brainstorms for the Lanterns. If you have any ideas for Lanterns or comments on specific designs, post them here!


Green Lanterns:
Spoiler Alert!


Yellow Lanterns:
Spoiler Alert!


Orange Lanterns:
Spoiler Alert!


Red Lanterns:
Spoiler Alert!


Blue Lanterns:
Spoiler Alert!


Indigo Tribe:
Spoiler Alert!


Star Sapphires:
Spoiler Alert!


White Lanterns:
Spoiler Alert!


Black Lanterns:
Spoiler Alert!




Characters I'd love to see designs for:
Spoiler Alert!

Last edited by Arch-vile; August 23rd, 2019 at 12:48 AM.
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Old June 22nd, 2019, 01:53 PM
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Re: DC Lantern Corps: public workshop



NAME = Red Lantern

SECRET IDENTITY = Razer

SPECIES = Volkregan (???)
UNIQUENESS = Unique Hero
CLASS = Ravager
PERSONALITY = Guarded

SIZE/HEIGHT = Medium 5

LIFE = 4

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

POINTS = 240


RED POWER BATTERY 2
Start the game with 2 red Battery Markers on this card. Add one to this Red Lantern’s Move and Attack for each Battery Marker on this card.

FURIOUS RECHARGE
When this Red Lantern or Aya receives one or more wounds, you may place one red Battery Marker on this card. This Red Lantern may never have more than 2 red Battery Markers on this card.

RAGE VOMIT
After taking a turn with this Red Lantern, if he did not attack this turn, you may choose an adjacent figure and remove any number of Battery Markers from this card. The chosen figure receives one wound for each removed Battery Marker.

FLYING
SUPERSTRENGTH


-------------------------------
Razer is one of the main characters of Green Lantern: The Animated Series. He has never had a comic book appearance in the mainline DCU. Razer began the series as a typical Red Lantern, consumed with rage over the death of his wife. He gradually opened up to the sentient Green Lantern robot Aya. Razer eventually learned to control his rage though it would always resurface whenever Aya was in danger. He's a classic tsundere/anti-hero similar to Vegeta or Prince Zuko.
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Old June 22nd, 2019, 01:55 PM
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Re: DC Lantern Corps: public workshop


Miniature used: Heroclix flight stand with dot of yellow paint on it

Bio:
Spoiler Alert!


NAME = YELLOW LANTERN
SECRET IDENTITY = DESPOTELLIS

SPECIES = VIRUS
UNIQUENESS = UNIQUE HERO
CLASS = INSURGENT (should get a different class so Arkillo can't kill him for cheap)
PERSONALITY = TERRIFYING

SIZE/HEIGHT = TINY 2

LIFE = 1

MOVE = 4
RANGE = 1
ATTACK = 1
DEFENSE = 6

POINTS = 70


YELLOW POWER BATTERY 2
Start the game with 2 yellow Battery Markers on this card. Add one to this Yellow Lantern’s Move, Range, Attack, and Defense numbers for each yellow Battery Marker on this card.

FATAL INFECTION
After attacking with this Yellow Lantern, you may choose an opponent's adjacent Unique Hero that is not Tiny, remove a yellow Battery Marker from this card, remove all unrevealed Order Markers from this card, and place this Yellow Lantern on the chosen Hero's Army Card. This Yellow Lantern cannot take any turns while it is on the chosen Hero's card. After a figure with this Yellow Lantern on its Army Card takes a turn, you must roll the 20-sided die. If you roll 1-5, remove this Yellow Lantern from that card and place it on any adjacent space. If you roll 6-9, nothing happens. If you roll 10 or higher, the figure receives one wound. If the chosen Hero is destroyed while this Yellow Lantern is on its Army Card, this Yellow Lantern is destroyed.

TINY STEALTH
This Yellow Lantern cannot be targeted by non-adjacent figures and only takes leaving engagement attacks from Tiny figures.

FLYING
SUPER STRENGTH

Last edited by Arch-vile; July 22nd, 2019 at 10:14 PM.
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  #4  
Old June 22nd, 2019, 01:56 PM
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Re: DC Lantern Corps: public workshop



Bio:
Spoiler Alert!

Mini Pics:
Spoiler Alert!



NAME = YELLOW LANTERN
SECRET IDENTITY = BEDOVIAN

SPECIES = DORENVAD
UNIQUENESS = UNIQUE HERO
CLASS = INSURGENT
PERSONALITY = PATIENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

MOVE = 4
RANGE = 1
ATTACK = 2
DEFENSE = 6

POINTS = 160


YELLOW POWER BATTERY 2
Start the game with 2 yellow Battery Markers on this card. Add one to this Yellow Lantern’s Move, Range, Attack, and Defense numbers for each yellow Battery Marker on this card.

FEAR SNIPER SPECIAL ATTACK
Range special. Attack 2.
This Yellow Lantern may not use this special attack if he moved this turn. Choose a figure 8 or more spaces away within clear sight to attack. Figures can not roll defense dice when attacked by this special attack. After rolling attack dice, you may remove a yellow Battery Marker from this card to add one skull to whatever is rolled. (or turn all dice to skulls? 2 unblock able dice plus an autoskull is too much)

FLYING SYMBOL
SUPER STRENGTH SYMBOL


----------------
Bedovian is the sniper of the Sinestro Corps. He has such great eyesight he can see up to 3 sectors away (for reference, there are 3600 sectors in the entire universe). I thought this would make for a fun special attack. I left Yellow Power Shield off the card so he'd be more of a glass cannon compared to most lanterns. However his shell provides some nice defense.

Last edited by Arch-vile; September 7th, 2019 at 11:28 PM.
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  #5  
Old June 22nd, 2019, 01:57 PM
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Re: DC Lantern Corps: public workshop



MINI:
Spoiler Alert!


BIO:
Spoiler Alert!


NAME = GREEN LANTERN
SECRET IDENTITY = Soranik Natu

SPECIES = Korugaran
UNIQUENESS = Unique Hero
CLASS = Officer
PERSONALITY = Determined
SIZE/HEIGHT = Medium 5

LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS = 220

GREEN POWER BATTERY 3
Start the game with 3 green Battery Markers on this card. Add one to this Green Lantern’s Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

GREEN POWER SHIELD
Anytime this Green Lantern or any adjacent, friendly figure is attacked by an opponent's figure and at least one skull is rolled, instead of rolling defense dice normally, you may instead remove one green Battery Marker from this card and ignore the attack.

GREEN POWER HEAL
Instead of attacking with this Green Lantern, you may choose a wounded friendly Hero figure adjacent to this Green Lantern and roll the 20-sided die or remove one green Battery Marker from this card. If you roll a 13 or higher, or if you removed one green Battery Marker from this card, remove up to 2 Wound Markers from the chosen figure's Army Card.

FLYING
SUPERSTRENGTH

Last edited by Arch-vile; June 29th, 2019 at 11:17 PM.
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  #6  
Old June 22nd, 2019, 01:58 PM
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Re: DC Lantern Corps: public workshop



Bio:
Spoiler Alert!

Comic Art:
Spoiler Alert!

Mini Pics:
Spoiler Alert!

Background Pics:
Spoiler Alert!


Green Lantern (Thaal Sinestro)

Korugaran
Unique Hero
Officer
Ruthless
Medium 5

LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2

350 points


GREEN POWER BATTERY 4
Start the game with 4 green Battery Markers on this card. Add one to this Green Lantern’s Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

GREEN SHIELD SLASH
Anytime this Green Lantern or an adjacent, friendly figure is attacked by an opponent's figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one green Battery Marker from this card and ignore that attack and deal one automatic wound to the attacking figure.

RULE BY FEAR
After this Green Lantern destroys an opponent's figure with his normal attack, you may remove one green Battery Marker from this card and take another turn with this Green Lantern. On this additional turn, figures attacked by this Green Lantern without the fearless or insane personality subtract 2 from their defense.

FLYING SYMBOL
SUPER STRENGTH SYMBOL




New idea:
Spoiler Alert!

Last edited by Arch-vile; May 5th, 2020 at 01:39 AM.
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  #7  
Old June 22nd, 2019, 02:00 PM
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Re: DC Lantern Corps: public workshop

I don’t believe Dex-Starr is completed. Great work!
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  #8  
Old June 22nd, 2019, 02:01 PM
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Re: DC Lantern Corps: public workshop



Bio:
Spoiler Alert!


Comic Art:
Spoiler Alert!


Mini:
Spoiler Alert!


NAME = GREEN LANTERN
SECRET IDENTITY = ALPHA LANTERN

SPECIES = CYBORG
UNIQUENESS = UNCOMMON HERO
CLASS = OFFICER
PERSONALITY = EMOTIONLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 6
RANGE = 4
ATTACK = 5
DEFENSE = 5

POINTS = 280

ALPHA LANTERN POWER BATTERY 1

Start the game with 1 green Battery Marker on this card. Add one to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card. At the end of every round, place one green Battery Marker on this card, up to a maximum of 1 green Battery Marker.

GREEN POWER SHIELD
Anytime this Green Lantern or an adjacent, friendly figure is attacked by an opponent's figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one green Battery Marker from this card and ignore that attack.

NO LANTERN ESCAPES THE ALPHA LANTERNS
At the start of the game, choose one opponent's Unique Hero for all Alpha Lanterns you control. When a numbered Order Marker is revealed on the chosen hero's card, you may immediately move this Green Lantern up to 4 spaces. After attacking the chosen hero with a normal attack, this Green Lantern may remove one green Battery Marker from this card and attack the chosen figure one additional time.

FLYING
SUPER STRENGTH


---------------
Mechanically & thematically, these guys are a mix of Manhunters and the Green Lanterns. They don't need to recharge their rings like normal GLs, but I felt it would be interesting to still include a twist on the marker mechanic.

Last edited by Arch-vile; July 19th, 2019 at 09:53 PM. Reason: added comic art
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  #9  
Old June 22nd, 2019, 02:05 PM
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Arch-vile Arch-vile is online now
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Re: DC Lantern Corps: public workshop



Bio:
Spoiler Alert!

Comic Art:
Spoiler Alert!

Minis:
Spoiler Alert!

Background pics:
Spoiler Alert!


NAME = GUARDIAN OF THE UNIVERSE
SECRET IDENTITY = Appa Ali Apsa / Herupa Hando Hu / Broome Bon Barris / Pazu Pinder Pol (4 identical cards with different secret identities)

SPECIES = OAN
UNIQUENESS = EVENT HERO
CLASS = GUARDIAN
PERSONALITY = UNCOMPROMISING

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

MOVE = 6
RANGE = 4
ATTACK = 5
DEFENSE = 9

POINTS = 260?


HEED THE GUARDIANS
This Guardian of the Universe is considered to be a Green Lantern. Before revealing an Order Marker on this card, you may move that Order Marker to any Green Lantern card you control and reveal it there instead. After revealing an Order Marker on this card, you may reveal an "X" Order Marker on this card to instead take a turn with any 2 Green Lanterns you control. You may not place Order Markers on Green Lantern Unique Hero cards at the start of the round.

WISDOM OF THE COUNCIL
When rolling for initiative, if all of your Order Markers are on Guardian of the Universe cards and there is an Order Marker on this card, you may add or subtract 3 from your roll. Order Markers cannot be moved or removed from this card.

EMOTIONLESS APATHY
A Guardian of the Universe may not attack an enemy figure unless that enemy player has attacked or wounded a Guardian of the Universe you control, destroyed one of your figures, or your only remaining figures are Guardians of the Universe.

FLYING
SUPER STRENGTH

Last edited by Arch-vile; August 13th, 2019 at 12:21 PM. Reason: updated following discussions
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  #10  
Old June 22nd, 2019, 02:06 PM
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Arch-vile Arch-vile is online now
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Re: DC Lantern Corps: public workshop



Bio:
Spoiler Alert!


Mini Pics:
Spoiler Alert!



NAME = INDIGO-2
SECRET LANTERN = MUNK

SPECIES = UNKNOWN
UNIQUENESS = UNIQUE HERO
CLASS = TRIBESMAN
PERSONALITY = COMPASSIONATE

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = 280


INDIGO POWER STAVE 3
Start the game with 3 indigo Battery Markers on this card. Add 1 to Indigo-2's Range and Defense numbers for each indigo Battery Marker on this card.

CHANNEL EMOTIONAL ENERGY
Indigo-2 may use any special powers on the card of a figure within 4 clear sight spaces that involve that figure removing a colored Battery Marker from its card. If the special power refers to that figure or that figure's card, it refers to Indigo-2 or this card instead. If the special power refers to colored Battery Markers, it instead refers to Indigo-2's indigo Battery Markers.

TRIBAL TELEPORTATION
After revealing an Order Marker on this card and instead of taking a turn with Indigo-2, you may remove an indigo Battery Marker from this card and choose one friendly small or medium figure for each indigo Battery Marker remaining on this card. Chosen figures must be within 2 clear sight spaces of Indigo-2. Place Indigo-2 on any empty space on the battlefield and then place each chosen figure on any empty space adjacent to Indigo-2. Figures moved by this special power will not take any leaving engagement attacks.

SUPER STRENGTH
FLYING

Last edited by Arch-vile; October 5th, 2019 at 02:54 PM.
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  #11  
Old June 22nd, 2019, 02:08 PM
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Arch-vile Arch-vile is online now
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Re: DC Lantern Corps: public workshop



Bio:
Spoiler Alert!

Comic Art:
Spoiler Alert!

Mini Pics:
Spoiler Alert!

Background Pics:
Spoiler Alert!


NAME = INDIGO LANTERN
SECRET LANTERN = RAY PALMER

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = TRIBESMAN
PERSONALITY = COMPASSIONATE

SIZE/HEIGHT = TINY 3

LIFE = 3

MOVE = 4
RANGE = 1
ATTACK = 3
DEFENSE = 6

POINTS = 250


INDIGO POWER STAVE 3
Start the game with 3 indigo Battery Markers on this card. Add 1 to Indigo Lantern's Range and Defense numbers for each indigo Battery Marker on this card.

COMPASSION GROWS
Whenever Indigo Lantern or a figure you control adjacent to Indigo Lantern is attacked by an opponent's figure and would receive one or more wounds but not be destroyed, instead of placing those Wound Markers, you may remove one indigo Battery Marker from this card. For the rest of the round, Indigo Lantern adds 3 to his Attack and Move, is considered Huge, and cannot use his Tiny Stealth special power. Compassion Grows may only be used once per round.

TINY STEALTH
Indigo Lantern cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight and only takes leaving engagement attacks from tiny figures.

SUPER STRENGTH
FLYING

Last edited by Arch-vile; August 6th, 2019 at 10:39 AM. Reason: added compassion grows power
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  #12  
Old June 22nd, 2019, 02:12 PM
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Arch-vile Arch-vile is online now
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Re: DC Lantern Corps: public workshop

Quote:
Originally Posted by MrNobody View Post
I don’t believe Dex-Starr is completed. Great work!
Well poop, I was really looking forward to that one! I painted a cat miniature and everything. I'll have to see what brainstorms for him are out there then.
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