It's less text and not a crapshoot, which is good, but it's still not going to see much (if any) use. It's basically only going to get trotted out in a situation where Question literally cannot do anything else. Like when he's not engaged and Judge Fear has him Mantrapped or something. It's the niche-est. If you're cool with that, it's a good version of the power.
It's less text and not a crapshoot, which is good, but it's still not going to see much (if any) use. It's basically only going to get trotted out in a situation where Question literally cannot do anything else. Like when he's not engaged and Judge Fear has him Mantrapped or something. It's the niche-est. If you're cool with that, it's a good version of the power.
Maybe something that might get a little bit more use then.
TRANSCENDENTAL MEDITATION
After taking a turn with The Question, if The Question did not attack during this turn, you may choose an opponent's Army Card and roll the 20-sided die. If you roll a 6 or higher, you may view all unrevealed Order Markers on the chosen card.
Added the D20 roll again, since he isn't psychic. This way it better represents him investigating, then meditating to try and piece together the info he came across
life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG!
Why not combine the first two powers? Let him either move a couple spaces or take a peek at an OM when the opponent reveals their OM on [guys Question doesn't like]. I feel like they work well combined to reflect his sort of philosophy-focused investigation thing he does.
I would be for letting him choose a card to 'investigate' each round.
There have been some cool Question designs(non-C3G) I would look at.
Something where you actually have to figure out their OMs would be cool.
A little crazy but what about having four glyphs 1,2,3 & X. You can place one under an unrevealed opponent's OM at the start of the round. This is your guess as to what it is.
When that OM is revealed so is your guess/glyph and you get some bonus if you are right.
I would be for letting him choose a card to 'investigate' each round.
There have been some cool Question designs(non-C3G) I would look at.
Something where you actually have to figure out their OMs would be cool.
A little crazy but what about having four glyphs 1,2,3 & X. You can place one under an unrevealed opponent's OM at the start of the round. This is your guess as to what it is.
When that OM is revealed so is your guess/glyph and you get some bonus if you are right.
That's a cool/interesting mechanic. I'd like to see something like that.
I would be for letting him choose a card to 'investigate' each round.
There have been some cool Question designs(non-C3G) I would look at.
Something where you actually have to figure out their OMs would be cool.
A little crazy but what about having four glyphs 1,2,3 & X. You can place one under an unrevealed opponent's OM at the start of the round. This is your guess as to what it is.
When that OM is revealed so is your guess/glyph and you get some bonus if you are right.
That's a cool/interesting mechanic. I'd like to see something like that.
That's really interesting, and it makes my gears start turning for a couple of different guys. I'm thinking that some riff on that would be really interesting for Arcade, maybe Cluemaster. Hell, something along those lines might be at home on a new Riddler, should anyone want to design him!
Sorry, I got off on a tangent! I like that idea a lot, so if I don't use it here, I'll definitely find a home for it!
life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG!
The XOM using figures might make guessing the X a little too easy but I could see 1, 2, & 3 glyphs. Depending on the boost received/penalty assessed, you could place only one or all three each turn. Maybe have both options on one card. Place just one and if you get it right a strong boost/penalty, place all three and each on you get right results in a smaller boost/penalty that only lasts for that one turn.
The XOM using figures might make guessing the X a little too easy but I could see 1, 2, & 3 glyphs. Depending on the boost received/penalty assessed, you could place only one or all three each turn. Maybe have both options on one card. Place just one and if you get it right a strong boost/penalty, place all three and each on you get right results in a smaller boost/penalty that only lasts for that one turn.
I like the mechanic, I just don't know if this specific version of the question requires any very complicated abilities. A Zen warrior/investigative reporter doesn't seem that complicated on paper, so why complicate the card?
I'm definitely putting this idea in my back pocket though.
life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG!
Why not combine the first two powers? Let him either move a couple spaces or take a peek at an OM when the opponent reveals their OM on [guys Question doesn't like]. I feel like they work well combined to reflect his sort of philosophy-focused investigation thing he does.
Maybe something like this
INVESTIGATIVE JOURNALISM
After an opponent reveals a numbered Order Marker on the Army Card of a Criminal, Crime Lord, or Mastermind Army Card that opponent controls, you may either
-move The Question; or
-you may reveal an unrevealed Order Marker on the chosen card.
a little more powerful, but definitely more useful.
life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG!
I would be for letting him choose a card to 'investigate' each round.
There have been some cool Question designs(non-C3G) I would look at.
Something where you actually have to figure out their OMs would be cool.
A little crazy but what about having four glyphs 1,2,3 & X. You can place one under an unrevealed opponent's OM at the start of the round. This is your guess as to what it is.
When that OM is revealed so is your guess/glyph and you get some bonus if you are right.
Just make it a 1,2, and 3 Marker instead of a Glyph.
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.
So you place your (facedown?) OM(guess) next to their OM?
That could work nice and no additional art work!
I stole that mechanic from another design someone posted in custom superheroes. In that one you had to write your guess on a slip of paper but I knew that would be a little too far out of the box for C3G.
Welcome to my designs! I have tried to take characters with limited potential in hitting the battlefield, and make them sound fun. That is the challenge in designing that I enjoy. If at any point I become inactive my designs are open to any C3G ally, sidekick, hero, or former hero.
The figure used is Hit-Monkey #020 Name = Hit-Monkey Secret Identity = N/A Species = Simian Uniqueness = Unique Hero Class = Hit-Man Personality = Vengeful
SIZE/HEIGHT = Small 3
LIFE = 3
MOVE = 6 RANGE = 5 ATTACK = 3 DEFENSE = 5
POINTS = 90??
COMBAT DEXTERITY
Hit-Monkey may attack with his normal attack up to 2 times at any point before, during, or after his normal move as long as he is on a space where he could end his movement.
VENDETTA
When an Order Marker is revealed on the army card of an opponent's Assassin or Mercenary, Hit-Monkey may immediately move 2 spaces. Hit-Monkey roles an additional attack die against Mercenaries and Assassins. Hit-Monkey will not take leaving engagement attacks when moving with Vendetta.
INCONSPICUOUS MONKEY
If Hit-Monkey has not attacked or used a glyph yet this game, Hit-Monkey can not be targeted for an attack.
The figure used is this one. It could be repainted with a traditional X-men uniform or left as is. The majority of the series shows him wearing clothes just like this.
Name = Bailey Hoskins
Secret Identity = N/A
Species = Mutant
Uniqueness = Unique Hero
Class = Trainee
Personality = Hapless
SIZE/HEIGHT = Medium 4
LIFE = 4 (3?)
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS = 50??
THE WORST X-MAN EVER
After revealing an Order Marker on this card and taking a turn with Bailey, or instead of rolling defense dice against an opponent's attack with Bailey, you may immediately use this special power. If you do, roll 12 combat dice. One at a time, for each skull rolled, you must, if possible, choose a figure within 4 clear sight spaces of Bailey to receive an automatic wound. You cannot choose the same figure more than twice. After using this special power, destroy Bailey.
LONE MONSTROSITY
If there are at least 2 other Undead, Lycanthrope, or Creature figures in your army, and at least 3 Order Markers on this card, after revealing an Order Marker on this card and taking a turn with Franken-Castle, you may take one additional turn with Franken-Castle.
HEAVY MACHINE GUN SPECIAL ATTACK
Range 5. Attack 4.
If Franken-Castle inflicts one or more wounds with this special attack, he may attack again with this special attack. Franken-Castle may continue attacking with this special attack until he does not inflict a wound. He may not attack the same figure more than once.
UNDEAD RESILIENCE
If Franken-Castle receives two or more wounds from a single attack but is not destroyed, you may immediately remove up to two of those wounds.
Superstrength
Bio
Spoiler Alert!
The remains of Frank's body found by Man-Thing in the sewers, Morbius and the Legion of Monsters reconstruct Frank into a Frankenstein's Monster of sorts and then brought back to life. They need him to help fight against an army of monster hunters led by Robert Hellsgaard, who is seeking an object of power known as the Bloodgem. At first, Frank is horrified at what he's become and refuses to take part in this war, let alone believe that he belongs with the monsters. However, after witnessing the death of a young deaf-mute Moloid that he took a shine to, he goes berserk and wipes out the invading forces as they declare war on the Legion's hideout.
There is a bit of a roadblock with Redwing. Falcon has the Redwing Distraction special ability. ZettianJuggernaught has a good workaround for this that might be necessary here.
Quote:
AVENGING COMPANION
Falcon cannot use his Redwing Distraction special power if Redwing is not within 6 spaces of him. After Falcon rolls defense dice against a normal attack from an adjacent figure, if Redwing is within 6 spaces of Falcon, you may place Redwing adjacent to the attacking figure and roll 1 unblockable attack die against that figure.
Another thought, however, is the possibility of a Captain America Sam Wilson, we could leave out Avenging Companion and hold off on Redwing till someone LD's him.
The figure used is a modified version of this one. Shown below:
Spoiler Alert!
Name = Redwing Secret Identity = N/A Species = Falcon Uniqueness = Unique Hero Class = Companion Personality = Loyal
SIZE/HEIGHT = Small 2
LIFE = 3
MOVE = 7 RANGE = 1 ATTACK = 2 DEFENSE = 3
POINTS = 30
TELEPATHIC LINK
After revealing an Order Marker on the army card of a Sam Wilson you control, and before taking a turn with that Sam Wilson, you may take an immediate turn with Redwing.
RETRIEVAL
After moving with the Flying special power, if Redwing has no Equipment Glyph on this card, you may choose a figure that Redwing passed over this turn that is equipped with an Equipment Glyph, and place that Equipment Glyph on this card.
EVASIVE FLYING
When Redwing starts to fly, he will not take any leaving engagement attacks. When Redwing rolls defense dice against an attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage, and you may immediately move Redwing one space for each shield rolled.
FLYING
Some other abilities that could be cool with Redwing.
Spoiler Alert!
DARING DECOY
Figures engaged with Redwing can only attack figures that have the Daring Decoy special power.
Or
AERIAL ADVANTAGE
While Redwing can use his Flying special power, he is always considered to have height advantage on non-flying figures.
I really like the idea of having Aerial Advantage paired with Evasive Flying, but put Retrieval on instead as it could make Redwing more well rounded.
This design features the Irrational World special ability. Originally It had a similar vein as Joker's Reorganized Chaos, but after hearing an even better version from Soundwarp Sg-1, I went with his instead. Thanks to Soundwarp as I believe this design will be a ton of fun.
Name = Madcap Secret Identity = ??? Species = Mutate Uniqueness = Unique Hero Class = Troublemaker Personality = Insane
SIZE/HEIGHT = Medium 5
LIFE = 6
MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 4
POINTS = 130??
CRAZY GAZE
If there is at least one revealed numbered Order Marker on this card, all figures within 3 clear sight spaces of Madcap have the personality of Insane for the remainder of the round. Crazy Gaze does not affect figures with the Penance Stare, or Mental Shield ability.
IRRATIONAL WORLD
Before initiative, you must roll a 20-sided die. Add 1 to your roll for each Insane figure on the battlefield. On a 17 or higher opposing players must reveal Order Markers in reverse order this round.
HEALING FACTOR
After taking a turn with Madcap, remove 1 Wound Marker from this Army Card.
The following was originally created by Skeeter700, after remaining absent for some time he endorsed others taking over his creations. This is my version of the design.
Name = Dick Tracy Secret Identity = N/A Species = Human Uniqueness = Unique Hero Class = Lawman Personality = Relentless
SIZE/HEIGHT = Medium 5
LIFE = 4
MOVE = 5 RANGE = 5 ATTACK = 3 DEFENSE = 4
POINTS = 140??
CRIME BUSTER
At the beginning of the game or any round where Tracy does not have a Suspect, select an opponent’s Unique Criminal or Thief to be Tracy’s Suspect. If there is at least one Order Marker on this card, Tracy’s Suspect has the Class of Suspect instead of what is listed on the card.
TWO-WAY RADIO WATCH
After his Suspect takes a turn, you may move Tracy and two lawmen figures 2 spaces each, figures must move as close to Tracy’s Suspect as possible. Figures only take leaving engagement from Criminals or Thieves while moving with Two-Way Radio Watch.
THEFT PREVENTION
If an equipment glyph would be removed from the army card of Dick Tracy, or a friendly figure within 3 clear sight spaces of Dick Tracy, by any special powers on an army card, you may choose not to remove it.
Capwolf
Spoiler Alert!
Figure used is Capwolf #061 Captain America Marvel Heroclix Capwolf
Unique Hero
Lycanthrope
Creature
Wild
Life 5 Move 7 Range 1 Attack 6 Defense 5 Points 270?
LEADER OF THE PACK
After revealing an order marker on this card and taking a turn with Capwolf, you may either,
take a turn with one uncommon Lycanthrope you control,
attack with 2 uncommon Lycanthropes you control,
or move 3 Lycanthropes you control 4 spaces each, moved figures will not take any leaving engagement attacks.
Shield Throw Defense
When Capwolf, or a friendly figure within 4 clear sight spaces of Capwolf, rolls defense against a normal attack, roll a 20 sided die. On an 11 or higher add one automatic shield to the roll.
Healing Factor
After taking a turn with Capwolf, remove 1 Wound Marker from this Army Card.
Superstrength
Sentry
Spoiler Alert!
Name = Sentry
Secret Identity = Robert Reynolds
Species = Mutate
Uniqueness = Unique Hero
Class = Adventurer
Personality = Tormented
SIZE/HEIGHT = Medium 5
LIFE = 8
MOVE = 7
RANGE = 1
ATTACK = 8
DEFENSE = 8
POINTS = 400??
THE VOID
Before taking a turn with Sentry, roll a twenty sided die. Subtract 1 from your roll for each empty adjacent space in clear sight of Sentry. If you roll a 1 or lower choose an opponent to take an immediate turn with Sentry. Your turn immediately ends.
INTO THE SUN
Once per game, after moving and instead of attacking, choose one figure engaged with Sentry that does not have the Flying special power. Place that figure and Sentry on any empty spaces on the battlefield. Roll 5 unblockable attack die against the chosen figure.
Name =Manphibian Secret Identity = N/A Species = Anphibian Uniqueness = Unique Hero Class = Agent Personality = Noble
SIZE/HEIGHT = Medium 5
LIFE= 6
MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 5
POINTS = 200
AQUATIC CREATURE
Manphibian also has the class of Creature. Manphibian does not stop his movement when entering a water space.
CLAW ASSAULT SPECIAL ATTACK
Range 1 Attack 3
When using this special attack against a small or medium figure without the Super Strength special power, if Manphibian rolls a skull or blank on every die, the defending figure cannot roll any defense dice.
SUBMERGE 12
If Manphibian is attacked while on a water space, you may roll the 20-sided die. If you roll 12 or higher, Manphibian takes no damage and you may place him on any unoccupied water space within 5 spaces of Manphibian that is no more than 3 levels above or below Manphibian's base. If Manphibian is placed adjacent to the attacking figure, you may roll an unblockable attack die against that figure. When Manphibian moves with Submerge, he will not take any leaving engagement attacks.
SUPERSTRENGTH
Grizzly Shark
Spoiler Alert!
Name = Grizzly Shark
Species = Shark Uniqueness = Uncommon Hero Class = Predator Personality = Ferocious
BLOOD SCENT
Whenever a figure receives a wound you may move each Grizzly Shark you control 3 spaces each. Figures moved must move as close to the wounded figure as possible. Grizzly Sharks will take leaving engagement attacks while moving with Blood Scent.
FEEDING FRENZY
When Grizzly Shark attacks, he receives 1 extra attack die for each Wound Marker on the defending figure’s Army Card, to a maximum of 2 additional attack dice for Feeding Frenzy. When Grizzly Shark destroys a figure with his normal attack, he must attack again. Grizzly Shark must continue attacking with his normal attack until he does not destroy a figure.
DROWN
At the end of a round destroy each figure with this power that occupies a water space.
Sea Creatures
Spoiler Alert!
Shark
Spoiler Alert!
Name = Sea Creature Secret Identity = NA Species = Shark Uniqueness = Uncommon Hero Class = Predator Personality = Ferocious
SIZE/HEIGHT = Medium 5
LIFE = 3
MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5
POINTS =80
FROM THE DEEP
Sea Creatures do not start the game on the battlefield. After revealing an Order Marker on an Atlantean King Army Card, you may immediately place one Sea Creature in your army that is not on the battlefield on any empty water space within 3 clear sight spaces of that Atlantean King. You may not create any additional Sea Creatures on this turn.
AQUATIC SPECIES
Sea Creatures do not stop their movement while entering a water space. Sea Creatures must stop their movement while entering a non-water space. Sea Creatures may not attack while on a non-water space. While on a water space, Sea Creatures may not be targeted by a non-adjacent attack.
FEEDING
This Sea Creature must continue attacking with his normal attack until he does not destroy a figure.
Octopus
Spoiler Alert!
Name = Sea Creature Secret Identity = N/A Species = Octopus Uniqueness = Uncommon Class = ??? Personality = Defensive
SIZE/HEIGHT = Medium 5
LIFE = 3
MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 6
POINTS = 25
FROM THE DEEP
Sea Creatures do not start the game on the battlefield. After revealing an Order Marker on an Atlantean King Army Card, you may immediately place one Sea Creature in your army that is not on the battlefield on any empty water space within 3 clear sight spaces of that Atlantean King. You may not create any additional Sea Creatures on this turn.
AQUATIC SPECIES
Sea Creature do not stop their movement while entering a water space. Sea Creatures must stop their movement while entering a non-water space. Sea Creatures may not attack while on a non-water space. While on a water space, Sea Creatures may not be targeted by a non-adjacent attack.
INK SCREEN
While on a water space, all adjacent friendly figures that occupy a water space cannot be targeted by opponents' non-adjacent figures for any attacks or special powers that require clear sight.
School of Fish
Spoiler Alert!
Name = Sea Creature Secret Identity = School of Fish Species = Fish Uniqueness = Uncommon Hero Class = ??? Personality = ???
SIZE/HEIGHT =Small 3
LIFE = 6
MOVE = 5 RANGE = 1 ATTACK = 1 DEFENSE = 1
POINTS = 20
FROM THE DEEP
Sea Creatures do not start the game on the battlefield. After revealing an Order Marker on an Atlantean King Army Card, you may immediately place one Sea Creature in your army that is not on the battlefield on any empty water space within 3 clear sight spaces of that Atlantean King. You may not create any additional Sea Creatures on this turn.
AQUATIC SPECIES
Sea Creatures do not stop their movement while entering a water space. Sea Creatures must stop their movement while entering a non-water space. Sea Creatures may not attack while on a non-water space. While on a water space, Sea Creatures may not be targeted by a non-adjacent attack.
DARING DECOY
Figures engaged with this School of Fish can only attack figures that have the Daring Decoy special power.
Electric Eel
Spoiler Alert!
Name = Sea Creature Secret Identity = Electric Eel Species = Electric Eel Uniqueness = Uncommon Hero Class = ??? Personality = ???
SIZE/HEIGHT = Medium 5
LIFE = 3
MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 4
POINTS = 50
FROM THE DEEP
Sea Creatures do not start the game on the battlefield. After revealing an Order Marker on an Atlantean King Army Card, you may immediately place one Sea Creature in your army that is not on the battlefield on any empty water space within 3 clear sight spaces of that Atlantean King. You may not create any additional Sea Creatures on this turn.
AQUATIC SPECIES
Sea Creatures do not stop their movement while entering a water space. Sea Creatures must stop their movement while entering a non-water space. Sea Creatures may not attack while on a non-water space. While on a water space, Sea Creatures may not be targeted by a non-adjacent attack.
ELECTRIC DISCHARGE 14
If any opponent’s figure without the Electrically Charged special power moves adjacent to this Sea Creature, you must roll the 20-sided die. If you roll 14 or higher, that figure receives one wound, and you may roll again for Electric Discharge. Figures may be initially targeted only as they move adjacent to this Sea Creature.
Six-Gun Gorilla
Spoiler Alert!
Six-Gun Gorilla
_____
Name = Six-Gun Gorilla Secret Identity =N/A Species = Simian Uniqueness = Unique Hero Class = Protector Personality = Mysterious
SIZE/HEIGHT = Medium 5
LIFE = 5
MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 5
POINTS = ???
DUAL SIX SHOOTERS SPECIAL ATTACK
Range 5. Attack 2.
When attacking with this special attack, each skull rolled counts as an additional hit. When Six-Gun Gorilla attacks with Dual Six Shooters, he may attack one additional time.
LEAP 25
Instead of his normal move, Six-Gun Gorilla may use Leap. Leap has a move of 3. When counting spaces for Leap, ignore elevations. Six-Gun Gorilla may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Six-Gun Gorilla may not leap more than 25 levels up or down in a single leap. When using Leap, Six-Gun Gorilla will take any leaving engagement attacks.
LAVA RESISTANT
Six-Gun Gorilla never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.
SUPERSTRENGTH
Hulk Marine
Spoiler Alert!
Hulk Marine
_____
Name = Marine Hulk Secret Identity = N/A Species = Mutate Uniqueness = Uncommon Hero Class = Soldier Personality = Savage
SIZE/HEIGHT = Medium 5
LIFE = 5
MOVE = 6 RANGE =1 ATTACK =5 DEFENSE =6
POINTS = ???
GAMMA POISONING
This Hulk Marine also has the class of Creature.
SURPRISE ASSAULT
After Super Leaping with this Hulk Marine, you may Super Leap with one other figure you control with the Super Leap Special Power.
SUPER LEAP 7
Instead of his normal move, Hulk Marine may Super Leap. Super Leap has a move of 7. When counting spaces for Hulk Marine’s Super Leap movement, ignore elevations. Hulk Marine may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Hulk Marine may not leap more than 30 levels up or down in a single leap. When moving with Super Leap, Hulk Marine will take any leaving engagement attacks. Hulk Marine rolls 3 fewer attack dice on any turn that he chooses to Super Leap.
SUPERSTRENGTH
_____________________________________________
A few things I could see changing are adding a "gain 1 attack for each wound marker" type power tacked onto Gamma Poisoning (then nerfing stats to adjust), restricting Surprise Assault to other Hulk Marines only, and adjusting the numbers on Super Leap. I went with Super Leap 7 because they are newly made Gamma creatures so shouldn't have the same skill with their powers as She-Hulk.
Goliath
Spoiler Alert!
Goliath
Name = Goliath Secret Identity = Bill Foster Species = Mutate Uniqueness = Unique Hero Class = Scientist Personality =???
SIZE/HEIGHT = Huge 8
LIFE = 4
MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 7
POINTS = ???
???
After revealing an Order Marker on this card and before moving normally with Goliath, you may choose up to two unengaged friendly tiny or small figures or one unengaged friendly medium figure. Chosen figures must be adjacent to Goliath. After you move Goliath, place the chosen figures on any empty spaces adjacent to Goliath. Instead of attacking with Goliath you may take a turn with one of the chosen figures.
HIGH STEPPING 5
When counting spaces for Goliath’s movement, elevation changes up to 5 levels count as one space. You may ignore Goliath's height of 8 when climbing. Goliath may step over water without stopping, step over figures smaller than huge without becoming engaged, and step over obstacles with a height of 5 or less.
GIANT DEFENSE
When rolling defense dice against a normal attack from a figure that is not Huge, if you roll at least one shield, the most wounds Goliath can take from this attack is one.
Giganto
Spoiler Alert!
Name = Giganto Secret Identity = N/A Species = ??? Uniqueness = Unique Hero Class = Creature Personality = Obedient
SIZE/HEIGHT = Large 7
LIFE = 5
MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 6
POINTS = 250
SUMMONED
At the start of the game place one Horn of Proteus glyph on the army card of a unique hero you control. Giganto does not start the game on the battlefield, instead, place Giganto on this card.
BLOWHOLE
After moving and before attacking choose 3 spaces in a straight line from Giganto. Place figures on the chosen spaces within 1 space of their original placement.
SLITHER
Giganto does not stop his movement when entering a water space.
After some workshopping with Margloth and Scapey:
Spoiler Alert!
Some other ideas kicked around are changing Giganto into an uncommon here and giving him Blubber from Blob. Since Slither sounds less like a whale and more like a snake we could combine the two to make this in place of Slither:
Quote:
WHALE BLUBBER
When defending against a normal attack with Giganto, each shield rolled counts for one additional block. Giganto does not stop his movement when entering a water space.
GLYPHS
Spoiler Alert!
HORN OF PROTEUS EQUIPMENT GLYPH
Spoiler Alert!
EQUIPMENT GLYPH OF HORN OF PROTEUS
Instead of taking a turn with this figure if Giganto is not on the battlefield, place him within 4 spaces of this figure. If Giganto is on the battlefield, you may take a turn with him. If the figure holding this glyph is an Atlantean King they cannot lose this glyph by taking wounds unless they are destroyed.
HITLER'S HANDGUN EQUIPMENT GLYPH
Spoiler Alert!
Hitler’s Handgun Equipment Glyph
______
Special Attack
Range 5. Attack 4
Figures with Magical Defense may not use any special abilities on their army cards during this attack.