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C3G Legacy Library This 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.


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  #1  
Old August 23rd, 2015, 08:13 PM
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The Book of M.R.D. Trooper

The Book of M.R.D. Trooper

C3G MARVEL SUPER SECRET EXCLUSIVE 63
BATTLE FOR MUTANTKIND



Comic PDF


Mini PDF

The figure used for this unit is a Heroclix figure from the Marvel Avengers Movie set.
Its model number and name are #10 / S.H.I.E.L.D. Commando.

_________________________________________________________________
Character Bio - The Mutant Response Division or M.R.D. is a mutant hunting organization with the job of finding and containing dangerous mutants. M.R.D. was sponsored by Senator Robert Kelly and billionaire industrialist Warren Worthington, Jr.. Dr. Bolivar Trask and Dr. Sybil Zane served as the organization's scientists tasked with developing the Sentinels. The M.R.D is often nicknamed "the Mardies".
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:
  • As a Marvel figure, M.R.D. Trooper has these Marvel Synergies.
  • M.R.D. Trooper may be moved by Bolivar Trask's Guardian of Humanity special power, have their 20-sided die rolls boosted by his Anti-Mutant Technology Enhancement special power, and bond with a Sentinel via his Sentinel Initiative special power.
  • As a Common Hero, M.R.D. Trooper has these Common Synergies.
  • As a Human, M.R.D. Trooper has these Human Synergies.
Outgoing Synergy:
  • N/A
Immunities, Benefits, and Weaknesses:
  • As a Common Hero, M.R.D. Trooper interacts differently with these special powers.
  • As a Human, M.R.D. Trooper interacts differently with these special powers.
  • M.R.D. Trooper's Anti-Mutant Technology 16 special power allows him to negate Mutants.
  • M.R.D. Trooper's Mutant Assault Force special power allows you to activate additional M.R.D. Troopers when there is an enemy Mutant nearby.
_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-

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 Splash; August 5th, 2022 at 09:26 PM. Reason: png
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  #2  
Old August 23rd, 2015, 08:14 PM
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Re: M.R.D. Troopers (Design Phase)

NAME = M.R.D. TROOPER
SECRET IDENTITY = NONE

SPECIES = HUMAN
UNIQUENESS = COMMON HERO
CLASS = TROOPER
PERSONALITY = DEDICATED

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

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

POINTS = 30


ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers for all M.R.D. Troopers you control. If a Mutant figure receives one or more wounds from an M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.

MUTANT ASSAULT FORCE
After revealing an Order Marker on this card, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

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; March 3rd, 2016 at 09:15 AM.
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  #3  
Old September 4th, 2015, 01:28 PM
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Re: M.R.D. Troopers (Design Phase)

MUTANT ASSAULT FORCE
After revealing an Order Marker on this card, you may move and attack with up to two M.R.D. Troopers you control. At the start of this turn, if there is at least one enemy Mutant figure within 6 spaces of at least one M.R.D. Trooper you control, you may move and attack with up to two additional M.R.D. Troopers you control.

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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  #4  
Old September 4th, 2015, 02:46 PM
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Re: M.R.D. Troopers (Design Phase)

I'd recommend rewording the powers like this:

Quote:
MUTANT ASSAULT FORCE
When taking a turn with the M.R.D. Trooper, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 black Suppression Markers on this card. If a Mutant figure receives one or more wounds from a M.R.D. Troopers normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Suppression Marker from this card unto the defending Mutant's card. A figure with one or more of your Suppression Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Suppression Markers to this card.
Otherwise, Yea.

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  #5  
Old September 4th, 2015, 03:05 PM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by Viegon View Post
I'd recommend rewording the powers like this:

Quote:
MUTANT ASSAULT FORCE
When taking a turn with the M.R.D. Trooper, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 black Suppression Markers on this card. If a Mutant figure receives one or more wounds from a M.R.D. Troopers normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Suppression Marker from this card unto the defending Mutant's card. A figure with one or more of your Suppression Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Suppression Markers to this card.
Otherwise, Yea.
I actually like that quite well. As for the markers however should we just use the gray Neutralizer Marker from the Glyph of Neutralizer since it is based off of that not only in mechanics but thematically as well. The tech was actually reverse engineered from Forges tech.

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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  #6  
Old September 4th, 2015, 03:11 PM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by japes View Post
I actually like that quite well. As for the markers however should we just use the gray Neutralizer Marker from the Glyph of Neutralizer since it is based off of that not only in mechanics but thematically as well. The tech was actually reverse engineered from Forges tech.
That'd probably work. I like the thematic nod.

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  #7  
Old September 6th, 2015, 01:35 PM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by japes View Post
NAME = M.R.D. TROOPER
SECRET IDENTITY = NONE

SPECIES = HUMAN
UNIQUENESS = COMMON HERO
CLASS = TROOPER
PERSONALITY = DEDICATED

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

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

POINTS = 30


MUTANT ASSAULT FORCE
When taking a turn with the an M.R.D. Trooper, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers on this card. If a Mutant figure receives one or more wounds from a M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.
If there will not ever be any bonding options with these guys, it would flow better if Mutant Assault Force started with "After revealing an Order Marker on this card, you may move and attack with up to . . ."


yea

I know that I do not know.
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  #8  
Old September 6th, 2015, 02:03 PM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by SirGalahad View Post
Quote:
Originally Posted by japes View Post
NAME = M.R.D. TROOPER
SECRET IDENTITY = NONE

SPECIES = HUMAN
UNIQUENESS = COMMON HERO
CLASS = TROOPER
PERSONALITY = DEDICATED

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

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

POINTS = 30


MUTANT ASSAULT FORCE
When taking a turn with the an M.R.D. Trooper, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers on this card. If a Mutant figure receives one or more wounds from a M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.
If there will not ever be any bonding options with these guys, it would flow better if Mutant Assault Force started with "After revealing an Order Marker on this card, you may move and attack with up to . . ."


yea

Actually there is a leader planned that will have a future bonding option which will allow the 4 to be default without a mutant in view.

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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  #9  
Old September 6th, 2015, 02:30 PM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by SirGalahad View Post
Quote:
Originally Posted by japes View Post
NAME = M.R.D. TROOPER
SECRET IDENTITY = NONE

SPECIES = HUMAN
UNIQUENESS = COMMON HERO
CLASS = TROOPER
PERSONALITY = DEDICATED

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

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

POINTS = 30


MUTANT ASSAULT FORCE
When taking a turn with the an M.R.D. Trooper, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers on this card. If a Mutant figure receives one or more wounds from a M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.
If there will not ever be any bonding options with these guys, it would flow better if Mutant Assault Force started with "After revealing an Order Marker on this card, you may move and attack with up to . . ."


yea
Fixed...also it's not said enough by me so thanks for all the help with the English Language that you provide me...despite it being my first language.

Edit: Just for clarification it is "an M.R.D. Trooper" and not "a M.R.D. Trooper"

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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  #10  
Old March 3rd, 2016, 12:26 AM
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Re: M.R.D. Troopers (Design Phase)

Sorry, one more little edit:

Quote:
Originally Posted by japes View Post
ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers for all M.R.D. Troopers you control. If a Mutant figure receives one or more wounds from an M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.

MUTANT ASSAULT FORCE
After revealing an Order Marker on this card, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.

I know that I do not know.
C3G INDEX - SSE 92 - JSA GENERATIONS
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  #11  
Old March 3rd, 2016, 09:15 AM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by SirGalahad View Post
Sorry, one more little edit:

Quote:
Originally Posted by japes View Post
ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers for all M.R.D. Troopers you control. If a Mutant figure receives one or more wounds from an M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.

MUTANT ASSAULT FORCE
After revealing an Order Marker on this card, you may move and attack with up to 2 M.R.D. Troopers you control, or up to 4 M.R.D. Troopers you control if there is at least 1 opponent's Mutant figure within 6 clear sight spaces of an M.R.D. Trooper you control at the start of the turn.
No problem. I'll get this tonight.

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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  #12  
Old May 29th, 2019, 10:45 PM
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Re: M.R.D. Troopers (Design Phase)

Quote:
Originally Posted by japes View Post
ANTI-MUTANT TECHNOLOGY 16
Start the game with 8 gray Neutralizer Markers for all M.R.D. Troopers you control. If a Mutant figure receives one or more wounds from an M.R.D. Trooper's normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place 1 Neutralizer Marker from this card onto the defending Mutant's card. A Mutant figure with one or more of your Neutralizer Markers on its card cannot use any special powers on its card. At the end of the round, return all of your Neutralizer Markers to this card.
Should 'figure' there be 'Unique Hero'? Right now they can whammy Apoc (and any future Mutant Event Heroes).

EPB otherwise looks good.
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