C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
C3G can be played with official Heroscape, but it's not recommended.
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.
C3G can be played with official Heroscape, but it's not recommended.
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.
Re: The Book of Psyche (Uncommon) - WAIT for Initial
C3G INITIAL ARMY PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: ASTRAL PLANE/PSYCHIC PROJECTION/PSYCHE VERSION TESTED
Spoiler Alert!
NAME = PSYCHE
SPECIES = MANIFESTATION
UNIQUENESS = UNCOMMON HERO
CLASS = CONSTRUCT
PERSONALITY = TORMENTED
SIZE/HEIGHT = MEDIUM 4
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50
UNLOCKING THE INNER MIND This Psyche does not start the game on the battlefield. Before your first turn of the game, if you control at least one Telepath or figure with the Magical Defense special power, you may choose an opponent’s Unique Hero without a Tether marker on its card or the Mental Shield special power and place this Psyche’s blue Tether marker on chosen Hero’s card. While its Tether marker is on that card, the chosen Hero is this Psyche’s Tether. Give control of this Psyche and its Army Card to the player who controls its Tether. They must place this Psyche on any empty space in the Astral Plane.
RESTORATIVE BOOST
This Psyche adds one to its defense if its Tether is adjacent to one or more Telepaths or figures with the Magical Defense special power. If this Psyche destroys an enemy Manifestation, remove its Tether marker from the game.
LINKED CONSCIOUSNESS Instead of taking a turn with its Tether, you may take a turn with this Psyche. If you do, for the rest of the round, its Tether cannot move or attack, and only this Psyche can use any special powers on its Tether's Army Card. If the special power refers to the chosen figure or the chosen figure's card, it refers to this Psyche or its card instead. If this Psyche is destroyed, its Tether receives three automatic wounds.
FLYING
Army Test
Map: Custom
Units: Superman (II) (450), Psylocke (250), Psyche (x2) (100), Psychic Projection (100) (900) vs (Guardian the Galaxy) Star-Lord (250), Rocket Raccoon (II) (195), Groot (baby) (105) and Drax (I) (350)(900)
Spoiler Alert!
The Psychic Projection attaches to Psylocke and the two Psyches attach to Drax and Star-Lord. Drax chooses Superman as his Nemesis.
Round 1: Initiative Guardians. Drax takes the fight to Psylocke’s projection, hoping DWI Theet’s automatic shield blocking will help him out, but he can’t hit. Astral Psylocke misses her Psychic Knife roll on Astral Drax. Star-Lord goes to the Astral Plane as well, but his Distracting Fire Special Attack misses three shots at Astral Psylocke. Astral Psylocke hits Astral Drax for 2 wounds with Psychic Knife. Astral Drax fails puts a wound on Astral Psylocke. Superman flies forward in our plane of existence. Since Drax is projecting, there’s no movement for Relentless Advance.
Round 2: Initiative Team Telepath. Superman flies forward and attacks Star-Lord in the start zone, but misses. Drax decides not to project but hits Superman for 5 quick wounds instead. Groot attacks Superman, but fails to hit. Astral Psylocke uses her Psychic Knife again and destroys Astral Drax, wounding real world Drax three times. Star-Lord uses his Distracting Fire to move away from Superman, but can’t hit him. Neither can Baby Groot. Superman hits Drax for a wound.
Round 3: Initiative Team Telepath. Superman can’t finish Drax. Drax hits Superman for a wound, but Groot can’t finish the job. Astral Psylocke destroys Astral Star-Lord with an attack, inflicting three wounds on normal Star-Lord. Star-Lord KO’s Superman with his special attack, then has Rocket advance. Baby Groot advances. Superman had OM3. Rocket advances.
Round 4: Initiative Psylocke. She spends the entire round creeping behind walls, moving closer to the Guardians. The Guardians, with all their pieces still there, move efficiently and get in the last turn of the round, during which Rocket hits Psylocke for a wound from range and Star-Lord hits Psylocke for three wounds with his special attack.
Round 5: Initiative Psylocke. She KO’s Star-Lord with her Psychic Knife. Rocket is counter struck for two wounds attacking her, but Drax closes in and KO’s Psylocke.
Unit Summary: Drax (I) was a nice counter to Superman and Psylocke here and even though the wounds still came through from the Astral Plane, they did so at the cost of consistent pressure from Superman, who fell early to attacks on our Plane, leaving Psylocke with too much to clean up.
Damage Done: (6) wounds on (Drax (3), Star-Lord (3))
ASTRAL PLANE: Functioned well with no problems. Figures were activated over multiple rounds as it was decided which theater of combat was best to focus on at any given time.
PSYCHIC PROJECTION: The +1 to defense seemed to make enough of a difference here, as the chosen Psyches had powers that got around Psylocke’s auto-shields. She still managed to win the battle, but it felt riskier. The Psychic Projection took one wound.
PSYCHE: Both were destroyed, putting (3) wounds each on Star-Lord and Drax.
Who won? List figures remaining in the winning army (include life remaining for heroes): Drax with 1/5 Life, Rocket with 2/5 Life, and Baby Groot with Full Life win.
SPECIES = MANIFESTATION
UNIQUENESS = UNCOMMON HERO
CLASS = CONSTRUCT
PERSONALITY = TORMENTED
SIZE/HEIGHT = MEDIUM 4
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50
UNLOCKING THE INNER MIND This Psyche does not start the game on the battlefield. Before your first turn of the game, if you control at least one Telepath or figure with the Magical Defense special power, you may choose an opponent’s Unique Hero without a Tether marker on its card or the Mental Shield special power and place this Psyche’s blue Tether marker on chosen Hero’s card. While its Tether marker is on that card, the chosen Hero is this Psyche’s Tether. Give control of this Psyche and its Army Card to the player who controls its Tether. They must place this Psyche on any empty space in the Astral Plane.
RESTORATIVE BOOST
This Psyche adds one to its defense if its Tether is adjacent to one or more Telepaths or figures with the Magical Defense special power. If this Psyche destroys an enemy Manifestation, remove its Tether marker from the game.
LINKED CONSCIOUSNESS Instead of taking a turn with its Tether, you may take a turn with this Psyche. If you do, for the rest of the round, its Tether cannot move or attack, and only this Psyche can use any special powers on its Tether's Army Card. If the special power refers to the chosen figure or the chosen figure's card, it refers to this Psyche or its card instead. If this Psyche is destroyed, its Tether receives three automatic wounds.
FLYING
Army Test
Map: Custom
Units: Professor X (220), Angel (90), Jean Grey (180), Psylocke (250), Psychic Projection (100), Psyche (x2) (100), Jubilee (60) (1,000) vs (X-Men Attack) Cyclops (II) (240), Nightcrawler (Kurt Darkholme) (230), Storm (II) (270), Archangel (260) (1,000)
Spoiler Alert!
Psylocke claims the Psychic Projection again. Psyches are attached to Cyclops (II) and Nightcrawler. Nightcrawler is placed in engagement with Psylocke to negate the initiative bonus.
Round 1: Initiative Telepaths. Professor X has Jean Grey advance and she misses a throw on Jubilee, then Prof X has Psylocke Astral Project. She hits Astral Nightcrawler for a wound. Nightcrawler activates his Astral form, Ruthless Teleporting Psylocke’s projection for one wound, but then attacking it and getting KO’ed thanks to the Psychic Projection using Master Martial Artist. Nightcrawler’s Psyche dissipates and he takes three wounds. Professor X has Angel move him forward, then has Psylocke attack Astral Cyclops. She rolls two skulls, adds an auto skull, and hits Cyclops’ Psyche for two wounds. Cyclops projects and uses the Optic Destruction Special Attack but can only get one wound on Psylocke’s Psychic Projection. Cyclops has no bonding targets since he’s projecting. Professor X has Jubilee advance and Psylocke attack Cyclops’ mind again. She rolls an 18 for Psychic Knife and KO’s Cyclops’ Psyche, hitting him for three wounds. Cyclops cannot do anything, lost in psychic pain.
Round 2: Initiative Cyclops. He advances and so does Archangel. Storm lays out fog to protect Archangel and Cyclops. Psylock advances. Jean Grey advances, and tosses Psylocke up by her. Cyclops can’t hit Psylocke from range. Nightcrawler wounds Storm to move her forward, and avoids another wound on Archangel, then engages Psylocke. Archangel blasts Jean for two wounds. Psylocke rolls a 20 for Psychic Knife and KO’s Nightcrawler. Jean can’t throw or wound Archangel, who flies over most of the enemy and wounds Professor X with a Razor Wing Slash. Cyclops advances but doesn’t attack. Storm lays out a Thunderstorm. Archangel avoids Psionic Grip again and Razor Wing Slashes Professor X, then triggers the Thunderstorm on purpose, avoiding the Thunderstorm wound himself, but seeing Psylocke take one. Psylocke and Jean both fail D20 rolls on Archangel, and Jean’s attack falls short, but she hits her Psionic Grip roll to stop Avenging Angel.
Round 3: Initiative Cyclops. He has a three skull attack on Jean nullified by Psychic Defense X. Psylocke and Jean can’t auto-wound or throw Archangel but Jean does sneak in a wound with her attack. She fails a Psionic Grip attempt and Archangel hits her and Prof X with Razor Wing Slash, then he takes a Thunderstorm wound but Psylocke is spared. Cyclops uses his Optic Destruction Special Attack, obliterating Jean and Professor X and putting three wounds on Angel. Archangel can’t hit anyone with Razor Wing Slash, but triggers the Thunderstorm, which hits Psylocke for a wound. Storm puts a Tornado next to Psylocke on the only space she can, so Cyclops is affected too. Neither of them trigger the Tornado’s effects. Professor X had OM2 and 3, so this is pretty much a disaster. Cyclops goes. The Tornado does nothing. He backs off and blasts down at Psylocke, rolling all skulls. She takes two wounds but Angel moves her away from the Tornado. Archangel can’t hit anything with Razor Wing Slash. Storm puts a Blizzard next to the Tornado and Thunderstorm just because. Cyclops can’t hit Angel, who moves up Jubilee. Razor Wing Slash finishes Psylocke. Storm isn’t in attack range and has no weather left.
Round 4: Initiative Cyclops. He blasts Jubilee for two wounds from height and Angel moves them into hiding. Razor Wing Slash can’t hit either of them. Angel and Jubilee can’t do anything against Archangel, but don’t get hit for Razor Wing Slash. Cyclops KO’s Angel and Archangel rolls all skulls and KO’s Jubilee.
Unit Summary: Psylocke almost lost the battle on the Astral Plane, but the dice just favored her and she worked as an efficient assassin once more. That was about the only effective thing for the Telepaths here, though, as Cyclops and Archangel just steamrolled them from there.
Damage Done: (6) wounds on (Cyclops (3) and Nightcrawler (3))
ASTRAL PLANE: Played nicely. I had to parse whether a Psyche using a once per game power off its Tether’s card could be done while also letting the Tether use it (I ruled yes, based on similar interactions that exist in the game).
PSYCHIC PROJECTION: Psylocke is a brutal assassin on the Astral Plane and continues to show it. Notable Telepaths like Professor X and Jean Grey may need unique versions of this to be able to show their prowess in comparison. I do know from some informal tests earlier that Jean is still solid on the Astral Plane, though.
PSYCHE: They fought back valiantly, putting two wounds on the Psychic Projection and almost destroying it, but fell short.
Who won? List figures remaining in the winning army (include life remaining for heroes): Cyclops with 2/5 Life, Archangel with 4/6 Life, and Storm with 4/5 Life win.
SPECIES = MANIFESTATION
UNIQUENESS = UNCOMMON HERO
CLASS = CONSTRUCT
PERSONALITY = TORMENTED
SIZE/HEIGHT = MEDIUM 4
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50
UNLOCKING THE INNER MIND This Psyche does not start the game on the battlefield. Before your first turn of the game, if you control at least one Telepath or figure with the Magical Defense special power, you may choose an opponent’s Unique Hero without a Tether marker on its card or the Mental Shield special power and place this Psyche’s blue Tether marker on chosen Hero’s card. While its Tether marker is on that card, the chosen Hero is this Psyche’s Tether. Give control of this Psyche and its Army Card to the player who controls its Tether. They must place this Psyche on any empty space in the Astral Plane.
RESTORATIVE BOOST
This Psyche adds one to its defense if its Tether is adjacent to one or more Telepaths or figures with the Magical Defense special power. If this Psyche destroys an enemy Manifestation, remove its Tether marker from the game.
LINKED CONSCIOUSNESS Instead of taking a turn with its Tether, you may take a turn with this Psyche. If you do, for the rest of the round, its Tether cannot move or attack, and only this Psyche can use any special powers on its Tether's Army Card. If the special power refers to the chosen figure or the chosen figure's card, it refers to this Psyche or its card instead. If this Psyche is destroyed, its Tether receives three automatic wounds.
FLYING
Army Test
Map: Custom
Units: Miss Martian (200), Nightwing (200), Raven (190), Starfire (210), Projection (100), Psyche (50), Wonder Girl (Donna) (140), Kid Flash (Wally) (110) (1200) vs Professor X (220), Angel (90), Beast (170), Cyclops (I) (190), Jean Grey (180), Psylocke (250), Armor (100) (1200)
Spoiler Alert!
Miss Martian is the Tether for the Psychic Projection. She attacks Professor X’s Psyche.
Round 1: Initiative X-Men. Cyclops advances. Jean advances. Jean throws Psylocke forward. Miss Martian projects, and Astral Miss Martian advances, but fails its toss roll and is one space short of engaging to attack. Professor X has Angel carry him forward and Cyclops advance. Still no targets. Wonder Girl advances with Kid Flash in tow. Professor X has Jean advance and throw Cyclops. His path is blocked by Wonder Girl and Kid Flash, so he lines them up for a three skull Optic Blast. Wonder Girl takes three wounds, while Kid Flash Speed Dodges. Titans Go! Astral Miss Martian can’t do a thing to Professor X’s Psyche. Starfire goes crazy, blasting Cyclops three times to KO him. She targets Jean for a fourth attack and Psychic Defense X shuts it down.
Round 2: Initiative Titans. Titans, Go! Miss Martian projects again, but can only hit Professor X’s Psyche for one wound. Raven and Nightwing advance but aren’t in attack range (the other Titans were too far up). Professor X has Beast advance. Jean fails to throw or hit Kid Flash, but does grip him to stop him from moving after Speed Dodge. Starfire advances, but Professor X uses Psychic Defense X to stop her onslaught. Jean throws Starfire, then wounds her with a normal attack. Psylocke engages her and piles on three more wounds with martial arts. Starfire goes, but is out of range for her Protective Fury. She recklessly attacks Jean, but can’t hit. Beast KO’s Starfire. Jean throws, wounds, and punches out Kid Flash.
Round 3: Initiative X-Men. Jean throws and KO’s Wonder Girl. Beast engages Raven but can’t hit her. Titans Go! Miss Martian’s Projection tosses Professor X’s Psyche, but can’t wound it, but then rolls all skulls on an attack and even with the Restorative Boost, Professor X’s Psyche is turned into three painful wounds on him. Raven and Nightwing both risk swipes from Beast (he fails both) and both attack Professor X from range. Raven whiffs and Professor X uses Psychic Defense X on Nightwing. Jean can’t throw or hit Nightwing. Psylocke puts one wound on Nightwing with her Psychic Knife, which is not nearly enough. Raven takes this wound up with her Empathy and converts it to a final wound on Professor X with Soul Self. Professor X had OM3.
Round 4: Initiative Titans. Miss Martian moves into the battle, tossing Beast, failing to wound him, but then hitting him for a three wound attack when he whiffs. Psylocke fails a Psychic Knife roll on Raven. Titans Go! Miss Martian fails to hurt Beast. Raven takes two counter strike wounds from Psylocke. Nightwing’s Escrima hit Psylocke for one wound. Psylocke’s Psychic Knife hits Raven for two wounds and steals her OM3. Jean can’t throw Raven or hit Nightwing.
Round 5: Initiative X-Men. Psylocke rolls a 20 for Psychic Knife and finishes poor Raven. Too little, too late, Titans, Go! Miss Martian can’t toss Psylocke, but hits her for two wounds from height and range. Nightwing’s Escrima get Psylocke up to four wounds and Jean up to two wounds. Psylocke fails to hit Nightwing with her Psychic Knife. Nightwing takes out Psylocke with his Escrima, but can’t touch Jean. Jean Grey wounds Nightwing with her Telekinesis and fails to follow up with her attack. Miss Martian can’t Toss Jean, but rolls all skulls and hits her for a third wound.
Round 6: Initiative X-Men. Jean throws Nightwing for a wound, then catches him whiffing and KO’s him. Nightwing had OM1. Beast can’t wound Miss Martian. Nightwing had OM2. Armor advances. Miss Martian tosses Beast, can’t wound him, but KO’s Jean with her attack.
Round 7: Initiative Titans. Miss Martian can’t toss Beast, but hits him for a wound from height. Angel and Armor advance. Miss Martian KO’s Beast. Angel carries Armor into engagement with Miss Martian. Beast had OM2. Miss Martian tosses Armor to height disadvantage but can’t get an auto wound or a wound with an attack. Angel hits Miss Martian for a wound from height disadvantage. Armor climbs to even height, but can’t hit.
Round 8: Initiative Titans. Lots of back and forth. By the end of the round, Miss Martian has four wounds, Angel has three, Armor has none.
Round 9: Initiative Titans. Miss Martian KO’s Angel, stealing two turns from the X-Men, and puts one wound on Armor when she whiffs on defense. Toss rolls are terrible.
Round 10: Initiative Titans. Miss Martian rolls all skulls and Armor whiffs again to end it.
Unit Summary: The combination of three wounds from his Psyche and an auto wound from Raven’s Soul Self made it easier to take out Professor X, but it didn’t happen until considerable losses were had to the Titans, thanks in part to Professor X being strong enough to last a bit on the Astral Plane. All in all, despite that big wounding, the Astral Plane felt like a light touch here that fit seamlessly with the rest of the game and didn’t overpower anything as this one really went down to the wire!
Damage Done (Normal Attack): (3) wounds on (Professor X (3))
ASTRAL PLANE: Functioned well with no problems. Figures were activated over multiple rounds as it was decided which theater of combat was best to focus on at any given time.
PSYCHIC PROJECTION: Miss Martian’s Psychic Projection is much weaker than Psylocke’s especially against a superior foe and with poor D20 rolls, but with enough activations it still got the job done.
PSYCHE: Destroyed, though it put up much more of a fight thanks to the +2 defense from being a Telepath and Restorative Boost. Had he fought back, he might’ve won, but he would’ve given up too much turn efficiency on the normal plane.
Who won? List figures remaining in the winning army (include life remaining for heroes): Miss Martian with 1/5 Life and Psychic Projection with Full Life win.
SPECIES = MANIFESTATION
UNIQUENESS = UNCOMMON HERO
CLASS = CONSTRUCT
PERSONALITY = TORMENTED
SIZE/HEIGHT = MEDIUM 4
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50
UNLOCKING THE INNER MIND This Psyche does not start the game on the battlefield. Before your first turn of the game, if you control at least one Telepath or figure with the Magical Defense special power, you may choose an opponent’s Unique Hero without a Tether marker on its card or the Mental Shield special power and place this Psyche’s blue Tether marker on chosen Hero’s card. While its Tether marker is on that card, the chosen Hero is this Psyche’s Tether. Give control of this Psyche and its Army Card to the player who controls its Tether. They must place this Psyche on any empty space in the Astral Plane.
RESTORATIVE BOOST
This Psyche adds one to its defense if its Tether is adjacent to one or more Telepaths or figures with the Magical Defense special power. If this Psyche destroys an enemy Manifestation, remove its Tether marker from the game.
LINKED CONSCIOUSNESS Instead of taking a turn with its Tether, you may take a turn with this Psyche. If you do, for the rest of the round, its Tether cannot move or attack, and only this Psyche can use any special powers on its Tether's Army Card. If the special power refers to the chosen figure or the chosen figure's card, it refers to this Psyche or its card instead. If this Psyche is destroyed, its Tether receives three automatic wounds.
FLYING
Army Test
Map: Custom
Units: Gorilla City Warriors (x3) (375), Gorilla Grodd (225), Psyche (x2) (100), Psychic Projection (100), Solovar (260), Detective Chimp (140) (1200) vs (Suicide Squad) Amanda Waller (195), Rick Flag, Jr. (105), Ragdoll (100), Deadshot (150), Killer Croc (200), Harley Quinn (II) (180), Red Hood (180), Cap’n Boomerang (Digger) (90) (1200)
Spoiler Alert!
Grodd Tethers the Psychic Projection and attacks the Psyches of Amanda Waller and Rick Flag, Jr.
Round 1: Special Assignment is Gorilla Grodd. Detective Chimp picks OM3 on Amanda Waller. Simians are Inspired. Initiative Suicide Squad. Deadshot advances with Ragdoll clinging to him and Red Hood follows. GCWs advance. Grodd projects, but can’t hit Rick Flag’s Psyche. Deadshot snipes a GCW. Killer Croc advances. GCWs advance, but can’t get to a target yet. Grodd’s projection hits Rick Flag’s Psyche for a wound. Red Hood and Deadshot each pop a GCW. GCWs advance and hit Red Hood for a wound. Astral Grodd KO’s Astral Rick Flag and Rick Flag takes three wounds.
Round 2: Special Assignment is the most advanced GCW. Simians are Inspired. Chimp picks the “1” on Waller, so all Simians have a total of +2 defense for the round thanks to that and Solovar. Initiative Suicide Squad. Rick Flag can’t hit the forward most GCW. GCWs can’t hit Ragdoll, but do put two wounds on Red Hood. Grodd projects again and can’t hit Waller’s Psyche. Killer Croc engages and KO’s the forward most GCW. Deadshot stands his ground and pops another. GCWs advance from the back. The one in range to attack can’t hit Killer Croc. Grodd can’t hit Waller’s Psyche. Croc crushes another GCW. Deadshot fails a sniping attempt. GCW’s KO Ragdoll from height and catch Croc whiffing for two wounds. Grodd puts two wounds on Waller’s Psyche.
Round 3: Special Assignment is the most advanced GCW again. Simians are Inspired. Chimp picks OM3 on Waller again. Initiative Simians. GCWs KO Croc but one falls from an Evade and Counter from Red Hood. Grodd projects and rips apart Waller’s Psyche, inflicting three wounds on her. Red Hood takes four attacks to do it, but his Blazing Guns KO both remaining GCWs. Cap’n Boomerang advances. GCWs had OM2. Rick Flag advances. GCWs had OM3. Deadshot and Cap’n Boomerang advance.
Round 4: Special Assignment is Solovar. Simians are Inspired. Chimp picks OM1 on Waller, so all Simians are a total of +2 to defense. Initiative Simians. Grodd advances, but fails to take control of Red Hood. Cap’n Boomerang and Deadshot both fail to hit Grodd. Grodd engages Cap’n Boomerang and Deadshot, puts a wound on Deadshot, then takes control of Red Hood, who fires his Blazing Guns at Rick Flag Jr. four times before KOing him. Cap’n Boomerang takes a swipe and Deadshot avoids one and they both spread out and take height on Grodd, but neither can hit for a wound. Grodd takes an Evade and Counter wound from Red Hood, then fails to take control of anyone. Deadshot and Cap’n Boomerang both fail attacks on Grodd from height.
Round 5: Special Assignment is Grodd. Simians are Inspired. Chimp picks OM1, so Simians are a total of +2 to defense. Initiative Simians. Grodd KO’s Red Hood, but fails to mind control Harley Quinn. Cap’n Boomerang hits Grodd for two wounds. Deadshot fails to follow up. Grodd stalks towards Waller, but can’t quite reach or mind control Harley Quinn. Harley’s Oversized Mallet can’t hit Grodd. Deadshot comes charging back but can’t hit Grodd from height disadvantage. Grodd avoids a swipe from Harley, engages Waller, and ironically hits her hard enough to one shot her, bringing the utility of the Psyche into question! He fails to mind control Harley Quinn. Waller had OM3.
Round 6: No more Special Assignments. Simians are Inspired. Chimp picks OM2 on Deadshot. Initiative Simians. Grodd can’t hit Harley. He does mind control her and she uses her Oversized Mallet to hit Deadshot for a wound. Harley can’t hit Grodd with her Mallet. Grodd hits Harley for three wounds but can’t mind control Deadshot. He does reveal the “X” to advance Detective Chimp. Deadshot snipes Chimp for three wounds, then finishes the job and KO’s him. Grodd KO’s Harley but fails to mind control Deadshot. Cap’n Boomerang can’t quite get into range to attack Solovar.
Round 7: Simians are Inspired. Initiative Suicide Squad. Deadshot runs from Grodd. Solovar hits Cap’n Boomerang for two wounds. Cap’n Boomerang fails to hit Solovar with his Razor Boomerang. Grodd runs after Deadshot but can’t do much else. Cap’n Boomerang takes a swipe to get height and range on Solovar but dies. Grodd engages and KO’s Deadshot.
Unit Summary: The Astral Plane was a useful tool for the Simians here, but the big deal was although they had plenty of answers for the Gorilla City Warriors, they had none for Grodd (especially with Killer Croc falling early). The Astral Plane still feels like a light touch overall here, and didn’t swing the game compared to the Simian synergies, just earned its keep.
Damage Done (Normal Attack): (6) wounds on (Amanda Waller (3) and Rick Flag Jr. (3))
ASTRAL PLANE: Functioned well with no problems.
PSYCHIC PROJECTION: Grodd was solid enough on the Astral Plane, but had no special attack power there, so it took him a bit to get the job done. Luckily his army still had plenty of utility thanks to the Gorilla City Warriors.
PSYCHE: Neither Waller nor Rick Flag were much good on the Astral Plane, so they focused on taking the battle to the apes instead.
Who won? List figures remaining in the winning army (include life remaining for heroes): Gorilla Grodd with 2/5 Life and Solovar with Full Life win.
C3G can be played with official Heroscape, but it's not recommended.
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.
C3G can be played with official Heroscape, but it's not recommended.
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.
Re: The Book of Psyche (Uncommon) - Initial Posted
Looks like you won the battle on the Astral Plane each time, but lost the first two games and just barely one the 3rd. The 4th was a solid win with the GCW. Kind of feeling the point cost might be slight off somewhere, hard to say which piece should get the point knock down though. Did you ever feel like the other team could have won the Astral Plane battle?
Re: The Book of Psyche (Uncommon) - Initial Posted
Yes, in the games where the opponent fought back on the Astral Plane, I felt like the Psyches had a chance to win, the dice just didn’t fall that way. Psychic Projections definitely got wounded in games where they battled there. Cyclops (II) came closest to taking out a Psychic Projection with his special attack but ended up rolling much better for it on the regular battlefield later.
One of the losses was super close, and it was 1-3 overall. The Astral Plane is fought on the aggressor’s terms so outside of a scenario match up, the terms should favor the Psychic Projection. So I think that is OK. There’s an activation and points cost on the rest of the battlefield to balance it out.
I am happy with how it plays and would love to see how another tester feels.
C3G can be played with official Heroscape, but it's not recommended.
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.
C3G can be played with official Heroscape, but it's not recommended.
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.