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.
SPECIES = GORGON
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = BITTER
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 6
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = 300?
HYPNOTIC CALL 12
Before an opponent would begin the movement of a figure they control without the Mental Shield special power that is within 6 spaces of Medusa, they must roll the 20-sided die. If a 12 or lower is rolled, that figure must move at least one space and end its movement closer to Medusa than at the start of the turn, if possible.
VENOMOUS BITES
If Medusa rolls a skull against a figure leaving an engagement with her, that figure receives one additional wound and may not leave the engagement with Medusa this turn.
PETRIFYING STARE 12
Before an opponent's figure without the Blind Warrior special power within 5 clear sight spaces of attacks Medusa attacks her with a normal attack, that opponent may roll the 20-sided die. If they do not, they must subtract a skull from whatever is rolled. If they roll 12 or lower, the attacking figure's turn immediately ends and until the next time that opponent reveals a numbered Order Marker, the attacking figure cannot move, attack, or use any special powers on its Army Card and adds 1 die to its defense.
FLYING
Map: Sacred Shrine
Units:
Iron Man (Avengers), Dr. Strange (Avengers), Black Panther (Avengers) and Medusa 1100pts
Nightwing (200), Starfire (210), Raven (190), Superboy (240), Ravager (Rose) (210), Beast Boy (Pterodactyl) (40) Hellfire Fireball x1, Lightning Bolt x1 (1100)
Results:
Hypnotic Call used: Once, successfully
Poison Strike: 1 LEA that did not hit
Petrifying Stare: Skull Subtractions: 0 Stoned: 1 Not Stoned: 2
Round 3 Medusa got in the thick of things and immediately got beaten within an inch of her life from a Titans Go turn, failing the first two of 3 Petrifying Stares. In Hypnotic Call’s iteration for this game, the Titans were able stand still and prevent it from triggering. Flanking Strike bypassed the Petrifying Stare to finish her off. Ultimately, she didn’t have anything to do on her turns, and it was too easy to get around her disruption abilities on the opponent’s turn.
Sadly, Dr. Strange was never able to force a LEA from her with Dimensional Shift, so that power never got to trigger.
Spoiler Alert!
Spoiler Alert!
Game Summary:
Initiative: Toy
R1T1(Player): BP and Strange move up.
R1T1(Player): Beast Boy carries Nightwing up, and Ravager Flanking Strikes forward
R1T2(Player): BP and Strange reposition.
R1T2(Player): Superboy and Ravager move up
R1T3(Player): Medusa moves up, Strange repositions
R1T3(Player): Titans GO. Starfire, Raven, Nightwing and Ravager move up
Initiative: Toy
R2T1(Player): Medusa moves up, Iron Man moves back
R2T1(Player): Raven stays. Ravager moves closer to the Illuminati.
R2T2(Player): Strange wounds Ravager
R2T2(Player): Titans Go. Superboy, Starfire and Nightwing reposition.
R2T3(Player): Superboy protects Ravager, taking a wound. Iron Man moves up
R2T3(Player):
Initiative: Srange wins initiative, teleports BP and Medusa to him.
R3T1(Player): Medusa Engages Nightwing and Superboy, Nightwing blocks, BP puts 2 wounds on Nightwing.
R3T1(Player): Titans Go, Raven Soul Selfs off of Superbly onto Black Panther. Hypnotic Call lands, Fending Daggers fail, Petrifying fails twice, Medusa takes 4 wounds, and Petrifies on the third attack. Ravager puts 1 wound on Medusa with flanking strike.
R3T2(Player): Strange wounds Raven. Black panther wounds Raven.
R3T2(Player): Starfire takes no LEA, so no Poison Strike. She repositions to attack Black Panther, for 1 wound.
R3T3(Player): Strange Dimension shift and Fending Daggers a wound onto Nightwing. Attacks fail to wound.
R3T3(Player): Starfire destroys Black Panther
Initiative: Toy
R4T1(Player): Medusa fails.
R4T1(Player): Titans Go. Raven Soul Selfs a wound onto Strange. Ravager Destroys Medusa
R4T2(Player): Dr. Strange engages Superboy and Raven and fails to wound
R4T2(Player): Strange takes 1 wound
R4T3(Player): Strange destroys Raven
R4T3(Player): Strange takes 1 wound.
Initiative: Skinderella
R5T1(Player): Starfire Destroys Strange.
R5T1(Player): Iron Man inches forward
R5T2(Player): Beast Boy moves to Nightwing. Ravager moves forward.
R5T2(Player): Iron Man would wound Beastboy, but Superboy takes the wound, and a second from Ordinance
R5T3(Player): Titans Go, Starfire puts 3 wounds on Iron Man, Beast Boy carries up Nightwing. Flanking Strike destroys Iron Man
Who won?
Nightwing with 3 wounds, Superboy 2 wounds, Starfire, Ravager, Beastboy unwounded.
Version Tested:
Spoiler Alert!
NAME = MEDUSA
SPECIES = GORGON
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = BITTER
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 6
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = 300?
HYPNOTIC CALL 12
Before an opponent takes a turn with a non-adjacent figure they control without the Mental Shield special power that is within 6 spaces of Medusa, they must roll the 20-sided die. If a 12 or lower is rolled, that figure must move at least one space and end its movement closer to Medusa than at the start of the turn, if possible.
VENOMOUS BITES
If Medusa rolls a skull against a figure leaving an engagement with her, that figure receives one additional wound and may not leave the engagement with Medusa this turn.
PETRIFYING STARE 12
Before an opponent's figure without the Blind Warrior special power within 5 clear sight spaces of attacks Medusa attacks her with a normal attack, that opponent may roll the 20-sided die. If they do not, they must subtract a skull from whatever is rolled. If they roll 12 or lower, the attacking figure's turn immediately ends and until the next time that opponent reveals a numbered Order Marker, the attacking figure cannot move, attack, or use any special powers on its Army Card and adds 1 die to its defense.
Results:
Hypnotic Call: Misses: 2 Hits: 3
Poison Strike: Never used
Petrifying Stare: Skull Subtractions: 3 Stoned: 2 Not Stoned: 4
This version of Hypnotic call has a great whirlpool effect.
Medusa took the Thunderbolt’s end of the bridge at the start of round 2, locking down Atlas and denying the rest of the Thunderbolts access to the bridge. Harley buttered up the Thunderbolts with a well placed Smilex bomb, and she, Ivy and her plants took care of the rest. Skinderella was forced to make the tough decision between subtracting skulls or risk getting stoned, and was more daring than I would have been.
Of the 6 Petrifying Stare Rolls, Skinderella successfully avoided the stare 4 times.
Going off of memory, but I’m fairly sure Meteorite turning to stone in R2T3 turned off her Blinding Light, which allowed Harley Clear sight on Ivy to get the bonded turn.
Really exciting ending, with Ivy seducing the only remaining Thunderbolt, Atlas.
Spoiler Alert!
Spoiler Alert!
Game Summary:
Plunder’s Bounty is Songbird
Initiative: Skin
R1T1(Player): Songbird moves up. Atlas moves up, destroying a great evergreen.
R1T1(Player): Medusa moves up
R1T2(Player): Songibrd and atlas move up.
R1T2(Player): Plunder moves up
R1T3(Player): OM3 Jolt, X on V, Atlas moves up, Meteorite moves up.
R1T3(Player): Plants, Harley and Ivy move up
Initiative: Skin
R2T1(Player): 1om on Jolt, X on V, Techno and Citizen V move up
R2T1(Player): IJ marker off Grodd: Medusa engages Atlas and Meteorite, 1 wound on Metoerite. No wounds on Techno from Plunder
*R2T2(Player): Songbird is called closer to Medusa. Songbird subtracts a skull, puts 2 wounds on Medusa, Techno is not called. but engages Medusa, uses special power to attack Plunder twice for 3 wounds,
R2T2(Player): Ivy and plants move up. Harley uses Smilex to put 1 wound on V, Meteorite, Songbird, and 2 wounds on Techno and the Short Ruin,
*R2T3(Player): Songbird is not called. Subtracts a skull. No wounds on Medusa. Meteorite is turned to Stone.
R2T3(Player): Plants and Ivy move up, Harley puts 2 wounds on Songbird.
Initiative: Skin
*R3T1(Player): OM1 Jolt, X on V, Atlas subtracts a skull, and Medusa Blocks. Harley blocks Meteorite
R3T1(Player): IJ marker off Grodd: Grodd moves up, Plants and Ivy move up, Animation wounds Songbird, Meteorite and Atlas
*R3T2(Player): Songbird is called, attacks a vine for no wounds. Meteorite is called, puts 2 wounds on Harley.
R3T2(Player):Plants reposition. Animation destroys Songbird and the Skrull that replaced her.
*R3T3(Player): Atlas does not turn to Stone. Medusa blocks.
R3T3(Player): Plant Animation wounds V and Techno.
Initiative: Toy
R4T1(Player): Plant animation wounds Atlas, destroys Meteorite, and she is replaced with a Skrull. Harley puts 2 wounds on V.
R4T1(Player): OM1 Jolt. X on V. V fails to wound Harley, who leaves Engagement. Destroys a Vine. Techno fails to wound a Vine.
R4T2(Player): Ivy fails to wound, Harley destroys V.
*R4T2(Player): Atlas turns to stone
R4T3(Player): IJ marker off Grodd: Medusa destroys Techno, Plundor fails to wound Atlas.
*R4T3(Player): Atlas avoids turning to Stone, 2 wounds on Medusa
Initiative: Toy
R5T1(Player): Atlas takes a wound.
*R5T1(Player): Atlas does not turn to Stone. Medusa blocks
R5T2(Player): Harley puts 3 wounds on Jolt
R5T2(Player): Atlas destroys a vine
R5T3(Player): Harley destroys Jolt
R5T3(Player): OM3 Jolt
Initiative: Toy
R6T1(Player): IJ marker off Grodd: Plunder fails to wound Atlas. Medusa would destroy Atlas, but he rolls a 19, and Medusa takes a wound.
*R6T1(Player): Atlas does not turn to Stone. Destroys Medusa
R6T2(Player): Ivy and Harley reposition
R6T2(Player): Atlas destroys Plunder
R6T3(Player): No wounds on Atlas
R6T3(Player): Atlas destroys last plant
2 plants regrow
Initiative: Toy
R7T1(Player): No wounds on Atlas
R7T1(Player): Atlas Destroys Plant
R7T2(Player): Ivy seduces Atlas
Who won?
Grodd and Ivy no wounds, Harley 2 wounds, Seduced Atlas 3 wounds, 1 plant alive.
Map: Mogo
Units:
Star-Lord, Rocket (II), Groot (Baby), Drax (II), Medusa (1200)
White Lantern (Kyle), Blue Lantern (Bro’Dee), Yellow Lantern (Sinestro), Golmulus (1200)
Results:
Hypnotic Call: Misses: 1 Hits: 4
Poison Strike: Never used
Petrifying Stare: Skull Subtractions: 4 Stoned: 0 Not Stoned: 1
Hypnotic Call almost always landed, but I had enough figures in my bonding army that I was able to manage their turns, such that they could not be called at their own peril and risk LEAs. Was a King of the Hill battle, with combat all focused on the hill Medusa and Sinestro were standing on.
If White Lantern could be moved on his bonded turn, Hypnotic Call would have actually helped him. He could have been drawn close enough to potentially save Sinestro with Sustained Lifepower, or pulled into range to attack Star Lord earlier.
I was certain the Guardians would win, but the dice rolling match from R6T2-R8T2 favored Kyle in the end, hanging onto his last life.
Twice when I subtracted a skull for Petrifying Stare were rolls where all I ended up only rolling 1 skull. Once I rolled 3 skulls, which was blocked, and another time I inflicted two wounds. The one time I chose to risk getting stoned, I did not, and destroyed Medusa.
Spoiler Alert!
Spoiler Alert!
Game Summary:
Initiative: Skin
R1T1(Player): Drax moves out
R1T1(Player): Blue moves out
R1T2(Player): Rocket carries Groot up
R1T2(Player): Glomulus moves up
R1T3(Player): Star Lord moves up
R1T3(Player): Yellow moves up
Initiative: Skin
R2T1(Player): Medusa moves up
R2T1(Player): White Lantern moves up
R2T2(Player): Medusa carries up Groot
R2T2(Player): Sinestro one-Shots Groot with his special
R2T3(Player): Drax moves up
*R2T3(Player): Sinestro is called to Medusa, and puts 2 wounds on her with his special
Initiative: Toy
*R3T1(Player): WL moves 5 spaces from Medusa, chooses to subtract a skull, and rolls 1 skull, whiffing.
R3T1(Player): Starlord uses Distracting Fire on YL, only hits 1 skull, which moves Rocket up 2 spaces.
R3T2(Player): Blue Lantern moves and attacks Drax for 1 wound. White Lantern, subtracts a Skull, rolls 1 skull, whiffing.
R3T2(Player): Rocket attacks YL, who blocks. Drax engages, YL blocks.
R3T3(Player): Glomulus moves closer, White lantern fails to wound Drax
R3T3(Player): Rocket fails to wound Sinestro, drops a bomb, moves closer, whiffs on Glomulus.
Initiative: Toy
R4T1(Player): Glumulus is called closer. Fails to wound Drax. WL attacks Drax for no wounds
R4T1(Player): Rocket puts 2 wounds on Glomulus, Drax puts 2 wounds on Sinestro, and Sinestro sheds a Marker.
R4T2(Player): Bro’Dee is called closer, fails to wound Drax. White Lantern subtracts a skull for 2 wounds on Medusa.
R4T2(Player): Rocket Whiffs on Glomulus. Drax attacks Sinestro, Sinestro sheds 3 markers.
R4T3(Player): Sinestro puts 1 wound on Medusa. WL fails to wound Drax.
R4T3(Player): Rocket destroys Glomulus, drops a bomb next to Sinestro and Bre’dee, and puts 2 wounds on Bro’dee.
Initiative: Skin
R5T1(Player): Rocket puts 2 wounds on Sinestro and Drax Destroys Sinestro.
R5T1(Player): White Lantern is called closer and moves adjacent to Medusa, puts 2 wounds on Drax.
R5T2(Player): Rocket detonates a bomb to wound WL. Drax attacks WL.
R5T2(Player): Bro’Dee is not called closer, sheds a marker to heal himself and WL, and attacks Drax for 2 wounds. WL heals 2 wounds, fails to wound Drax.
R5T3(Player): Rocket destroys Bro’Dee
R5T3(Player): WL heals 2 wounds and destroys Drax.
Initiative: Toy
R6T1(Player): WL heals last 2 wounds. Subtracts a skull, fails to wound Medusa.
R6T1(Player): Rocket fails to wound WL, Medusa puts 2 wounds on him.
R6T2(Player): WL heals with final marker, doesn’t turn to stone, and destroys Medusa.
R6T2(Player): WL blocks Rocket
R6T3(Player): WL puts 1 wound on Rocket.
R6T3(Player): WL blocks Rocket
Initiative: Skin
R7T1(Player): Rocket puts 3 wounds on WL
R7T1(Player): WL puts 1 wound on Rocket.
R7T2(Player): WL blocks Rocket
R7T2(Player): WL fails to wound
R7T3(Player): Rocket fails to wound
R7T3(Player): WL destroys Rocket
Initiative: Toy
R8T1(Player): WL puts 2 wounds on Starlord
R8T1(Player): WL blocks
R8T2(Player): WL destroys Starlord
Who won?
White Lanter (1 life)
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
The change made to Hypnotic Call added an extra bit of drama to each of her nearby opponent’s figure’s turns. It never forced a LEA, but the potential was there.
Avengers Wasp, She-Hulk and Hawkeye are always a solid team, and adding Medusa to them could be very effective for that strategy. Keep Medusa at a distance, directly opposite from opponent figures engaged with She-Hulk, forcing them to continuously disengage She-Hulk.
She seems to work best when paired with an greater threat to the enemy, keeping the attention off of her.
Medusa was never really an active fighter in any army, despite her solid stats that are average for her point cost. And her powers are only activated on opponent’s turns for the most part. And Poison Strike never saw any action.
At 300pts, there isn’t enough there to sell her as a draft, compared to her competition. For example, the Guardians would have done much better with Gamora for the same points. Grodd and Harley could have gotten Joker as another Insane Antagonist that can soak up attacks and lend IJ markers for 245 (and Crazy Quilt), or Captain Cold and another Rogue for extra turns with Plunder.
To make her truly worth the draft, I think she should play more into her ability to mess up an opponent’s plans on their turn. It’s easy enough to get around Petrifying Stare, but it would be much harder to deal with if it also protected friendly figures adjacent to her, playing into the theme that it’s dangerous to risk looking in her direction. Maybe make the roll harder to hit when targeting figures adjacent to Medusa, since it’s less risky.
It would also function similarly to the Kyrie and their Auras in Classic, which the mini resembles.
With that change, I see her being a staple, and I would love to test her that way.
GENERAL THOUGHTS ON THE TESTED UNIT:
I love the theme. I want to see a little more from this design, but it has a lot of interesting things going on.
No worries! I'm having a lot of fun testing with toyhandle, it's nice to play scape with others!
Here's my feedback on Medusa:
Quote:
Test 1 thoughts:
Medusa wasn’t very potent this game. Her effects didn’t activate too much and she fell pretty quickly to some luck rolls on my part. That said, she was crucial in keeping Black Panther alive. There was one turn where her call affected Starfire, which prevented Starfire from flying away to get a quad attack from height onto Black Panther.
A bit hard to judge her this game since the dice were so in my favour. She feels like she could be a very disruptive figure, and I’m glad her rolls are done by the opponent rather than herself, as getting some D20 boosts on her could be really nasty.
I do wish her Petrifying Stare could work to protect adjacent friendlies as well. Once figures get into range of her allies she doesn’t do a whole lot for 300, as the opponent’s figures can slowly move their way towards her whilst still firing away at range. I can see why this might not be wanted though, since the pod potential could become much stronger. She’s also incredibly effective against melee figures. I probably shouldn’t have played Titans here in hindsight since Ravager bypassed her Stare ability for some easy wounds.
Test 2 thoughts (Petrifying Stare changed slightly):
Medusa held up a lot better this game. Her dash into my team was a brave move that paid off. Often enough my team was forced to stay near her, and there was several attacks that resulted in my figures being frozen. As she locked down my figures, it allowed for Ivy, Harley, and the vines to creep up, and between Plant Animation and the Smilex Bomb, the game got decided pretty quickly as the duo tore threw my army. This forced movement also forced my to drastically change plans. There was one moment where, had it not been for Medusa, Meteorite would have escaped and gotten height on Poison Ivy, which could of ended her plans quickly.
I’m really enjoying the risks of her abilities. A fun part of her petrification is that, for some figures, the risk is not that bad. The extra defense dice can be beneficial for some figures. Not the best examples, but someone like Punisher (I), or Wolverine (I) don’t mind having their powers disabled outside of their turns.
Test 3 thoughts:
Whilst Medusa did not take many turns, she continued to be a strong passive piece, controlling the space around her. She allowed my team to advance with a bit of ease, and set up a zone that made it very difficult for the lanterns to push beyond to get to Star-Lord. She was pretty good at tying down Sinestro, practically forcing him to stay due to Venomous Bites and toyhandle not wanting to lose that high ground. Between her and Drax, Sinestro quickly fell, and was probably the best piece to get rid of Star-Lord.
She’s really fun in this build. In a flatter map she can really help Rocket’s bomb set up and Drax engaging. Star-Lord can also help move her once she’s in the fight, and could allow for some nasty set ups with A Coward’s Reward users (or powers similar).
Overall thoughts:
After three games I’m 50/50 on Petrifying Stare working for adjacent allies too, as she can quite often be ignored with two powers seeing little use. Turning it into a small aura makes some sense, since the enemy would still see Medusa most of the time (could make it so they need clear sight on both), but it could make for some nasty pod potential, especially with someone like Superman (I), or someone with a ranged counter attack. It’s a fun power due to it’s options it gives though.
Venomous Bites is a power that’s more the threat of it working than anything, I can not see a reason to try and escape her unless it’s a key moment where you’d lose otherwise. Hypnotic Call is a very dynamic power and the main power for sure. Controlling such a wide area is really threatening, and being able to potentially pull someone off of high ground, or prevent a retreat or setup, can be huge.
She’s very reminiscent of classic’s kyries, which I think are one of most fun aspects of classic. She’s really intimidating and disruptive if left alone, but also isn’t much of a threat against anyone with range. I see a lot of similarities to Wonder Woman (I), with similar powers (forced move, lea focus, defensive power, flying, and similar stats), but I think she might be just slightly weaker than her. WW is a very aggressive character, whilst Medusa is a lot more passive, but I also think it’s harder to see her worth because of this. I can see her being fine at 300, but also wouldn’t be surprised at some tweaks.
I feel like Antagonists have a fair number of defensive pod type pieces right now with Giganta and Clayface, so I'd be reluctant to let her do too much more in terms of being a passive defensive figure. I feel like that part is solid right now, I just wish she did more on offense, whether that's changing out her Venomous power for something more offensive, or just boosting her attack to 7. She draws a ton of fire, so I'd like for her to be able to be more effective offensively before she goes down.
Though adding one more life could be a way to do that too, because it gives her more survivability for the tanking role.
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.
PETRIFYING STARE 12 Before an opponent's figure without the Blind Warrior special power within 5 clear sight spaces of attacks Medusa attacks her with a normal attack, that opponent may roll the 20-sided die. If they do not, they must subtract a skull from whatever is rolled. If they roll 12 or lower, the attacking figure's turn immediately ends and until the next time that opponent reveals a numbered Order Marker, the attacking figure cannot move, attack, or use any special powers on its Army Card and adds 1 die to its defense.
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.
PETRIFYING STARE 12 Before an opponent's figure without the Blind Warrior special power within 5 clear sight spaces of attacks Medusa attacks her with a normal attack, that opponent may roll the 20-sided die. If they do not, they must subtract a skull from whatever is rolled. If they roll 12 or lower, the attacking figure's turn immediately ends and until the next time that opponent reveals a numbered Order Marker, the attacking figure cannot move, attack, or use any special powers on its Army Card and adds 1 die to its defense.
FLYING
The italicized phrase doesn't make sense to me.
Basically it's two fold. Is a figure within 5 clear sight spaces attacking her normally? If so, does that figure have the Blind Warrior special power? If they do, they are unaffected.
I feel like Antagonists have a fair number of defensive pod type pieces right now with Giganta and Clayface, so I'd be reluctant to let her do too much more in terms of being a passive defensive figure. I feel like that part is solid right now, I just wish she did more on offense, whether that's changing out her Venomous power for something more offensive, or just boosting her attack to 7. She draws a ton of fire, so I'd like for her to be able to be more effective offensively before she goes down.
Though adding one more life could be a way to do that too, because it gives her more survivability for the tanking role.
I'll try it both ways and see which feels better overall. I agree on the defense/disruption bit.
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.
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.
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.