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  #13  
Old November 20th, 2013, 03:18 PM
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Re: The G.I. Joe Project

WOW. Those mods look great. I love that Destro and I will have to try to duplicate what you have done, although I doubt I will be able to do that good of a job. I look forward to seeing the cards that match the figures.

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  #14  
Old November 20th, 2013, 04:17 PM
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Re: The G.I. Joe Project

I think the head and torso are perfect for Cobra Commander, but I'm surprised that no one has thought to replace the legs yet. Then he could go from wearing a long coat to simply wearing a shirt/jacket very similar to the one he normally wears.

Great job on the others! That is an AMAZING Destro mod!

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DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
RIP George Perez
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  #15  
Old November 20th, 2013, 11:05 PM
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Re: The G.I. Joe Project

I did have that same fleeting thought earlier. He really would be even better with pants. I just did not want to cut the body in half and then find out I could not get the legs to match properly. I guess some green stuff would make it work.
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  #16  
Old November 24th, 2013, 01:13 PM
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Re: The G.I. Joe Project

I've had these designs drawn up for a little while but wanted to wait until the minis were finished before posting them. Then as I neared the finish line for the minis in question, I started charting out more figures and started to think I needed to reevaluate my stats guidelines. All the Joes are members of the most elite or military units: Navy SEALs, Rangers, Delta Force, Marine Recon, etc. Then on top of it they were the best of the best, which is why they were recruited into the Joes from these different branches and represent the very best specialists of their fields with access to the best equipment available (circa ~1984).

So I'm thinking their stats need a bump up such that they all fall more into the 110-160 range, Drake is 170 after all. AE are 110, my favorite Samurai is 120. Too many of my designs were coming in under 100. So I'll post what I have for now but know that I'm pretty certain that I'll be bumping up all the hero attack & defense numbers up by 1, as well as some of the life totals up by 1. I'm really happy with my range guidelines though.

Anyway, here are my initial design ideas. I'll give each one it's own post for linking purposes. Let me know what you guys think of the power sets and any wording help you can offer will be much appreciated.
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  #17  
Old November 24th, 2013, 01:14 PM
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Re: The G.I. Joe Project

Destro
James McCullen Destro XXIV (Silver Mask)

Human
UH
Laird
Honorable
Medium 5

Points: 180

Life 5 (Level 1 Leader)
Move 5 (Athletic)
Range 4 (Pistol)
Attack 4 (Semi-Auto Expert)
Defense 5 (Advanced Body Armor)

COBRA LEADERSHIP
After revealing an Order Marker on this card, instead of moving Destro you may take a turn with any Terrorist or Criminal squad you control. All figures activated by this power must start their move within 6 spaces of Destro.

ARMS DEALER
At the start of the game, choose the card of one unique human or clone hero you control with a range of 4 or less. As long as that card does not have the Super Strength Special Power, add 3 to that cards range. This effect does not end when Destro leaves the game.

ARMOR PIERCING WRIST ROCKET SPECIAL ATTACK
Range 3, Attack 4
You may only use this attack once per round. The defending figure rolls 1 fewer defense die for each skull rolled on this attack.

Synergy
Synergy List for Arms Dealer (C3G)
Synergy List for Arms Dealer (GIJoe)

Synergy List for Cobra Leadership

Testing
Initial Play Test
Team Test 1 w/Baroness @120, Destro @180 - Team Lost
Team Test 2 @180 - Team Lost

Last edited by Yodaking; August 12th, 2015 at 08:00 PM.
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  #18  
Old November 24th, 2013, 01:15 PM
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Re: The G.I. Joe Project

Cobra Commander
(Hooded Figure)

Human
UH
Commander
Fanatical
Medium 5

Points: 190?

Life 5 (Leader)
Move 6 (Quick to flee, minimal equipment slowing him down)
Range 4 (Pistol)
Attack 3 (Advanced Skill Firearms)
Defense 4 (Medium Armor)

SAVE ME!
When an opponent's non-adjacent figure targets Cobra Commander with a normal attack, instead of rolling defense dice, you may choose a friendly figure adjacent to Cobra Commander. The chosen figure must roll defense dice and take any damage instead of Cobra Commander.

COBRA LEADERSHIP
After revealing an Order Marker on this card, instead of moving Cobra Commander you may take a turn with any Terrorist or Criminal squad you control. All figures activated by this power must start their move within 6 spaces of Cobra Commander.

COMMAND AND CONQUER
After revealing an Order Marker on this card, instead of attacking with Cobra Commander you may take a turn with any Mercenary or Terrorist hero you control.

Synergy
Synergy List for Command and Conquer (C3G)
Synergy List for Command and Conquer (GIJoe)

Synergy List for Cobra Leadership

Last edited by Yodaking; August 26th, 2015 at 10:19 PM.
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  #19  
Old November 24th, 2013, 01:16 PM
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Re: The G.I. Joe Project



Cobra Troopers


Human
CS (2 figures)
Terrorists
Fanatical
Medium 5

Points: 50

Life 1 (Squad)
Move 5 (Athletic)
Range 8 (Semi-Auto Rifle)
Attack 2 (Base Skill Firearms)
Defense 3 (Combat Agility/Light Armor)

SUSTAINED FIRE
When attacking, if your second Cobra Trooper attacks the same figure as the first Cobra Trooper, add one attack die to the second Cobra Trooper's attack.

Initial Play Test
Additional Tests here
More Tests here (Squad Test 2, Army Test 2)

Last edited by Yodaking; August 25th, 2015 at 11:20 PM.
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  #20  
Old November 24th, 2013, 01:18 PM
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Re: The G.I. Joe Project

The Baroness
Anastasia DeCobray

Human
UH
Spy
Radical
Medium 5

Points: 110

Life 4 (Base Human)
Move 5 (Athletic)
Range 8 (Rifle)
Attack 3 (Advanced Skill Firearms)
Defense 4 (Medium Armor)

COBRA LEADERSHIP
After revealing an Order Marker on this card, instead of moving Baroness you may take a turn with any Terrorist or Criminal squad you control. All figures activated by this power must start their move within 6 spaces of Baroness.

COUNTERINTELLIGENCE
Once per round, before taking a turn with Baroness, you may choose an Order Marker on an opponent's Army Card. That opponent must reveal that Order Marker to you. If it is an 'X' Order Marker you may either remove that 'X' Order Marker or you may move one other Hero you control up to 4 spaces.

Initial Test - Lost both Team tests @120
Team Test 2 vs. Gung-Ho @120 points - Team Lost
Team Test 2 vs. Roadblock @110 points - Team Won!
Team Test 2 vs. Stalker/Roadblock/Gung-Ho @110 points - Team Lost
Team Test 2 vs. Snake Eyes @110 points - Team Lost

Synergy
Synergy List for Cobra Leadership

Strategy
Figures with powers that use the X OM

Last edited by Yodaking; August 12th, 2015 at 08:02 PM.
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  #21  
Old November 24th, 2013, 01:22 PM
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Re: The G.I. Joe Project

Looking forward to what your designs.
I think the fact that your designs came in under 100 shows you were using some restraint, which is a great thing.

Sweet customs. Your use of AE has got me inspired to work on Rouge Trooper.
"And now you know."
"And knowing is half the battle."
'GI Joe'

EDIT: Snake-eyes'd

Great designs. Cobra Commander can control 2 squads per round, that is awesome. I like how the you re-used the concept of the Zetian but made them common(exactly what they should have been in classic).

On the Baroness, should there be a negative to guessing round. Even if you guess wrong you are wiping out an OM(really powerful). I was thinking that if you guessed wrong and it was a numbered OM, that figure could take a turn. Very cool. Tell me you are working on M.A.S.K. next.

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With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
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Last edited by Tornado; November 24th, 2013 at 01:31 PM.
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  #22  
Old November 24th, 2013, 01:55 PM
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Re: The G.I. Joe Project

Thanks for the vote of confidence. You think they should be sub-100 units then? I was starting to question that. No M.A.S.K. plans as I have my hands full just finding and modding all the minis for G.I. Joe and I don't know their story as well. If you start working on one I'll be sure to try and help where I can though.

On the Baroness, the idea was that if you guessed wrong the figure keeps that marker you just know where that number OM is located. It is her spy skills being used to uncover some intelligence (the revealing of an OM) and then her counter intelligence skills to foil (removing the OM when correctly guessed) those plans. I can see where that is not clear so I'll give the wording some more thought.

As long as you do not reveal the X as part of a power her odds are 25%, 33%, & 50% depending on what part of the round it is used. If you do reveal the X as part of a power though, then she would have a 100% chance when you only have OM3 left. Disengage allows her get close to the figure with the marker on it's card too. Pretty sweet counter to some units. I just need to work out the wording bugs.

On the Cobra Commander bonding, and bonding in general for this project, I really like the idea of making the bonding come at a cost. Either giving up the figures movement or attack phase. So if he does not move or attack, he can bond twice which makes him a very effective command and control figure. If he moves up to get his aura power in play though, he loses one of those two bonding options. As long as I stick to my squad size layout I don't think it will be a problem keeping it under control either. It would max out at 5 different ranged attacks per round (1 CS & 1 US).

Last edited by Yodaking; November 24th, 2013 at 02:34 PM.
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  #23  
Old November 24th, 2013, 02:04 PM
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Re: The G.I. Joe Project

I think your thoughts for points is dead on. Joes are the best of the best so they should have higher points.
However the bad guys are a different case. They can win with quantity over quality. Playtesting will tell the tale in the end.

I understand Baroness now. That is a great mechanic.

A cloud can change its semblance, yet retain its will
With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
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  #24  
Old November 24th, 2013, 02:38 PM
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Re: The G.I. Joe Project

Interesting take, keeping Cobra lower while the Joes are higher. Kind of makes sense as I think 1 on 1 most of the Joes would take down most of the Cobra heroes. They just have the numbers from generic troops keeping them in the fight.
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