C3G can be played with official Heroscape, but it's not recommended.
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Cool design! I could see the healing plus invisibility plus 6 defense to be tough for anyone but heavy hitters to crack, but obviously we'll see in testing.
Apologies for the delay. Was tied up with something today.
Thought I attached the checklist already.
COMPETITIVE REVIEW BOARD CHECKLIST
Spoiler Alert!
Efficiency- Check to see if your design is providing armies with turns/moves/etc. to a degree that would make it difficult or impossible for an opponent to keep up with your output.
1. Does your design allow itself or figures to move/attack/take a turn/etc. instead of/in addition to your normal turn for revealing an Order Marker? Is it granting these benefits to too broad a range of units? Does it combine with other powers to create overly long or powerful chains of actions? No
2. Does your design allow you to take actions during an opponent's turn? Can it combine with other powers to create tediously long reactions to enemy actions or a restrictive environment? No
3. Does your design allow you to rearrange your Order Markers or otherwise bypass the costs of Order Marker requirements on the special powers of other figures? No
4. Is your design doing anything outside of a player's turn, at the start or end of the round? Is the effect too powerful by itself or when combined with other powers? No
5. Does your design have any powers that trigger anytime it moves as opposed to only when it moves normally on its turn? Will it be too efficient when combined with figures that grant extra moves to figures? No
6. Is your design adding or subtracting from initiative rolls? Will it pair too easily with other figures that alter initiative or have powers triggering on the results of initiative rolls? No
Potency- Check to see if your design is wounding/removing/etc. enemy figures, increasing the chances of other figures in your army doing so, or otherwise directly effecting the number of figures available to players to a degree that would make it difficult or impossible for an opponent to recover from.
1. Does your design have a chance to inflict wounds or destroy figures? Is it getting these chances too frequently or having to high a chance of success? Is the power balanced against expensive targets that can cause a massive swing in the game when destroyed? No
2. Is your design adding to the stats or 20-sided die rolls of other figures in your army? Is it a boosting a broad enough range of units effectively enough to become a 'mandatory' draft or inhibit future design space? Can it be combined with other boosts too easily? No
3. Will your design benefit from stat boosts or other enhancement to an overpowering degree? Will it restrict future growth within its faction or point cost by limiting available boosts to others? No
4. Does your design take control of enemy figures permanently or temporarily? Is it too difficult to for your opponent to regain control of their figure or recover from the losing the figure? Does the method of taking control expose the enemy figure to the powers of other figures in your army that can easily destroy it? No
5. Can your design heal itself or others or revive itself or others? Is it doing so in a way that an opponent cannot hope to overcome in certain scenarios? Yes. Removes a wound from their own card after taking a turn.
6. Does your design place enemy figures on its card or otherwise have an unconventional method of temporarily removing enemy figures from play? Will it guarantee your victory against a single remaining enemy figure? No
Chicanery- Check to see if your design is preventing your opponent from taking actions with too much ease or is otherwise causing negative play experience through tactics that make your opponent feel you're 'not playing fair'
1. Does your design restrict the movement of enemy figures, or allow you to move enemy figures? Can it do so in a way that results in an unwinnable scenario for your opponent if they are down to one figure, posses only figures with a range of 1, etc.? Can your design easily combine with other figures to greatly impede enemy figures or otherwise gain an excessive advantage? No
2. Does your design effect/change the placement of an enemy's Order Markers, or remove their Order Markers entirely? Can it force Order Markers to go onto cards that have no figures on the battlefield? Can your design easily combine with other figures to completely dictate the placement of an enemy's Order Markers or remove all of their Order Markers? No
3. Does your design inhibit your opponent from attacking your figures or make attacking a losing proposition? Are there scenarios or combinations that make your opponent totally unable to harm your figures through attacking? Cannot be harmed if unengaged. They able able to be attacked with adjacent attacks and if they are engaged, they are open to other figures ranged attacks
4. Does your design directly negate the powers of enemy figures or otherwise ignore them in a way that can completely disrupt the opponent's strategy or leave them feeling like they are stuck playing figures without special powers? No
5. Does your design become overly powerful in a podded group of figures, or provide significant benefit to your army without leaving your Start Zone? No
6. You can attack your own figures in Heroscape, does your design have any powers that will trigger off of doing so or otherwise wounding/destroying your own figures? Is this intentional on your part? Will the design be too efficient or potent when doing so? No
CONSISTENCY CHECKLIST (SHORT FORM)
Spoiler Alert!
Name and Identity
Verify character is named in a way that is clear, accurate and feels consistent with the way other characters are named. Check
Uniqueness and Type
Verify that the power text reflects the listed uniqueness and type, that the uniqueness fits the character, and that squad size is listed for squads. Check
Left Box
If the character's species, class or personality is reused, verify that the character feels thematically consistent with other figures that have that species, class or personality. If they are not reused, verify that there is no pre-existing species, class or personality that would make more sense. Check
Size and Height
Verify that the listed size and height are accurate. Standing the mini up next to a stack of tiles, and a few other minis of various sizes, is encouraged. Check
Super Strength and Flying
Verify that these special powers are present if they make sense, and not if they don't. Check
New Powers - Names
Verify that any new powers are not using power names identical to, or very similar to, pre-existing powers. Verify that any new powers are actually new and not old powers with new names. Check
New Powers - Effects
Verify that the effect and timing of all new powers is clear. Verify that any logical immunities, benefits, or weaknesses (whether those be necessary for thematic or mechanical reasons) are implemented: consider whether defensive powers that work against normal attacks should also work against special attacks, whether or not a power has an elemental component that some figures should resist, and whether or not unliving figures (such as Undead and Androids) should be affected. Check
Reused Powers
Verify that the design is reusing special powers in place of creating new ones (and, where relevant, reusing power markers in the place of creating new ones), where reused special powers (or power markers) could implement the same theme and mechanics with no differences or only trivial differences. Verify that any reused special powers have the correct text. "The Power Cosmic" is a reused power and has been checked to have the correct text.
Power Level
Verify that the character's movement, attack, range, and defense (in conjunction with any special powers that enhance those stats) feel consistent with the capabilities of characters with analogous powers and abilities. Verify that the character falls into a similar point range to characters with comparative powers and abilities. Check
SPECIES = ETHEREAL
UNIQUENESS = UNIQUE HERO
CLASS = HERALD
PERSONALITY = OBSESSIVE
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 8
RANGE = 5
ATTACK = 6
DEFENSE = 6
POINTS = 400
THE POWER COSMIC
Before rolling attack or defense dice for Stardust, you may remove any number of unrevealed Order Markers from this card and add that number of skulls or shields to your roll.
COSMIC HALBERD SLASH SPECIAL ATTACK
Range 3. Attack 4.
Choose a figure to attack with this special attack, you may also choose any number of figures adjacent to the chosen figure. Roll attack dice once for all defending figures. Before rolling attack dice for the special attack, you may remove any number of unrevealed Order Markers from this card and add that many skulls to your roll. After attacking with this special attack, Stardust may attack with this special attack one additional time.
ENERGY FORM
Stardust can move through all figures and is never attacked when leaving an engagement. If Stardust is not engaged with an opponent's figure, they cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight. After taking a turn with Stardust, remove 1 Wound Marker from this card.
SUPER STRENGTH
FLYING
Army Test Map: Ivy's Greenhouse Units: Stardust (400) vs Superman (400)
Spoiler Alert!
The Power Cosmic
R1T3 - Used for 1 additional skull attacking Superman
R2T2 - Used for 1 additional skull attacking Superman
R3T3- Used for 1 additional skull attacking Superman
Cosmic Halberd Slash Special Attack
Was not used
Energy Form
Removed 7 wounds from Stardust's card throughout the match.
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Best ability of the match would have to be Energy Form. It kept Stardust alive long enough to continue attacking Superman, while also being able to freely leave engagement to reposition themself on the map, and heal after every turn. Unfortunately, in the end, it was not enough to win the match.
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Superman 2/7 Wounds Remaining
Spoiler Alert!
Round I
Superman attacks Stardust dealing 2 wounds.
Stardust moves and attacks with range, using The Power Cosmic for 1 additional skull, dealing 1 wound. Energy Form removes 1 wound from Stardust card.
Round II
Energy Form removes 1 wound from Stardust card.
Superman attacks Stardust for 2 wounds.
Stardust moves and attacks with range, using The Power Cosmic for 1 additional skull, dealing 1 wound. Energy Form removes 1 wound from card.
Superman attacks Stardust, Blocked.
Stardust attacks Superman, Blocked. Energy Form removes 1 wound from Stardust card.
Superman attacks Stardust for 3 wounds.
Round III
Stardust attacks Superman, Blocked. Energy Form removes 1 wound from card.
Superman attacks Stardust, Blocked.
Stardust attacks Superman for 1 wound. Energy Form removes 1 wound from card.
Superman attacks Stardust for 3 wounds.
Stardust moves and attacks Superman with range, using The Power Cosmic for 1 additional skull, dealing 2 wounds. Energy Form removes 1 wound from card.
Superman attacks Stardust for 4 wounds - Stardust defeated.
Army Test Map: Ivy's Greenhouse Units:
Stardust (400) Captain America (240) Bucky (60) Ragdoll (100) (400)
Spoiler Alert!
The Power Cosmic
R1T3 - Used for 1 additional skull to attack Ragdoll
R2T1 - Used for 1 additional skull to attack Ragdoll
R3T1 - Used with Cosmic Halberd for 2 additional skulls.
R4T1 - Used for 1 additional skull to attack Captain America.
Cosmic Halberd Slash Power Attack
Used once during the third round dealing a nasty hit that removed both Ragdoll and Bucky from the game.
Energy Form
Removed 7 wounds from Stardust's card throughout the match.
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The Halberd Slash power was used this round after finding an opening where the opposing team could be grouped up. Dealt a devastating hit that removed Ragdoll and Bucky from the game. Energy Form was successful in keeping Stardust alive to win the game.
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Stardust 2/6 Wounds Remaining
Spoiler Alert!
Round I
Stardust attacks Ragdoll with a ranged attack, using The Power Cosmic for 1 additional skull, dealing 2 wounds.
Round II
Bucky and Captain America attack Stardust with a ranged attack and Shield throw dealing 1 wound each.
Stardust moves, Ragdoll clingy. Stardust attacks Ragdoll using The Power Cosmic for 1 additional skull, dealing 1 wound. Energy Form removes 1 wound.
Ragdoll attacks Stardust, Blocked.
Stardust attacks Ragdoll, Blocked. Energy Form removes 1 wound.
Bucky and Captain America attack Stardust, Captain America deals 2 wounds.
Stardust moves, Ragdoll clingy. Stardust attacks Ragdoll, Blocked. Energy Form removes 1 wound.
Round III
Stardust moves adjacent to Bucky, Ragdoll clingy. Stardust attacks Captain America, Bucky, and Ragdoll with Cosmic Halberd Slash, using The Power Cosmic for 2 additional skulls.
First attack: Captain America - 1 wound. Bucky - 2 wounds. Ragdoll - 2 wounds - Ragdoll defeated.
Second attack: Captain America - 1 wound. Bucky - 3 wounds - Bucky defeated.
Energy Form removes 1 wound.
Captain America attacks Stardust for 1 wound.
Stardust moves. Energy Form removes 1 wound.
Captain America attacks Stardust for 2 wounds.
Round IV
Captain America attacks Stardust for 1 wound.
Stardust moves and attacks Captain America with ranged attack, using The Power Cosmic for 1 additional skull, dealing 2 wounds. Energy Form removes 1 wound.
Captain America attacks Stardust, Blocked.
Stardust attacks Captain America, Blocked. Energy Form removes 1 wound.
Captain America attacks Stardust for 3 wounds.
Stardust attacks Captain America dealing 2 wounds - Captain America defeated.
Army Test Map: Ivy's Greenhouse Units: Stardust (400) Starlord (250) Captain America (240) Tempest (210) (1100) Sinestro (330) Arkillo (310) Lyssa Drak (240) Sinestro Corps Soldiers x2 (220) (1100)
Spoiler Alert!
The Power Cosmic
R2T2 - Used for 1 additional skull attacking Arkillo
R4T1 - Used for 1 additional shield defending against Sinestro
R5T2 - Used for 1 additional skull attacking Sinestro
R6T2 - Used for 2 additional skulls attacking Lyssa.
Cosmic Halberd Slash Special Attack
Was not used.
Energy Form
Removed 6 wounds from Stardust's card throughout the match.
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The boosts from Cap and Starlord really helped Stardust stay aggressive while also being able to defend attacks while not being able to move constantly and heal. Still healed a lot in this match and managed to prevail alongside Tempest to win the match.
Arkillo uses Eviscerate on Captain America inflicting 1 wound and attacking for 2 additional wounds.
Captain America attacks Arkillo for 2 wounds.
Sinestro Corp Soldier attacks Starlord, Lucky Defense activates, deals 1 wound.
Stardust moves and attacks Arkillo, using The Power Cosmic for 1 additional skull, dealing 4 wounds - Arkillo defeated.
Lyssa attacks Tempest with a ranged attack dealing 1 wound.
Tempest uses Mystical Tempest on Lyssa inflicting 1 wound.
Round III
Sinestro attacks Captain Amerca with a ranged attack for 1 wound.
Captain America attacks Sinestro with Shield Throw, Blocked.
Sinestro attacks Stardust with Force of Fear dealing 1 wound on the first attack, 1 wound on the second.
Stardust moves away and targets Sinestro Corp Soldier with a ranged attack, Yellow Shield activated. Energy Form removes 1 wound.
Lyssa attacks Tempest for 1 wound.
Stardust attacks Sinestro Soldier, Yellow Shield. Energy Form removes 1 wound.
Round IV
Sinestro attacks Stardust with Force of Fear dealing 1 wound on the first attack, 1 wound on the second. Stardust uses The Power Cosmic for 1 addition shield during second attack.
Captain America attacks Sinestro with Shield Throw dealing 2 wounds.
Sinestro attacks Stardust with Force of Fear dealing 2 wounds on the first attack, 1 wound on the second.
Stardust moves and attacks Sinestro Soldier dealing 3 wounds - Sinestro Soldier defeated. Energy Form removes 1 wound.
Lyssa attacks Tempest, Blocked.
Stardust moves to attack Lyssa, Yellow Shield. Energy Form removes 1 wound.
Round V
Sinestro attacks Captain America for 1 wound - Captain America defeated.
Sinestro attacks Starlord with Force of Fear dealing 2 wounds on first attack, 2 wounds on the second - Starlord defeated.
Stardust moves and attacks Sinestro with ranged attack, using The Power Cosmic for 1 additional Skull, dealing 3 wounds. Energy Form removes 1 wound - Sinestro defeated.
Round VI
Stardust attacks Lyssa with ranged attack, Yellow Shield. Energy Form removes 1 wound.
Lyssa attacks Tempest, Blocked.
Stardust attacks Lyssa with ranged attack, using The Power Cosmic for 2 additional skulls, dealing 4 wounds - Lyssa defeated.
Army Test Map: Ivy's Greenhouse Units: Stardust (400) Galactus II (1000) (1400) Blackbolt (380) Medusa (370) Gorgon (270) Crystal (225) Lockjaw (155) (1400)
Spoiler Alert!
The Power Cosmic
R1T2 - Used for 1 additional skull attacking Gorgon
R2T1 - Used for 2 additional skulls attacking Lockjaw
R3T1 - Used for 1 additional skull attacking Lockjaw
R4T1 - Used for 1 additional skull attacking Blackbolt
Cosmic Halberd Slash Special Attack
Was not used.
Energy Form
Removed 6 wounds from Stardust's card throughout the game.
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Energy Form still manages to keep Stardust running around the map and healing, Lockjaw attempted to lock them down but was not able to keep her down long. Black Bolt finally managed to bring her down with his Voice Of Destruction ability but it was not enough to bring down Galactus.
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Galactus II 4/10 Wounds Remaining
Spoiler Alert!
Round I
Lockjaw teleports Crystal and Gorgon
Stardust attacks Lockjaw with ranged attack for 2 wounds.
Lockjaw teleports Gorgon
Stardust moves and attacks Gorgon, using The Power Cosmic for 1 addition skull, dealing 2 wounds.
Gorgon bullrushes Stardust dealing 3 wounds.
Galactus attacks Gorgon, rerolling 3 attack dice with Power Cosmic Source, dealing 3 wounds.
World Eater removes 2 Terrain pieces.
Round II
Stardust moves and attacks Lockjaw with ranged attack, using The Power Cosmic for 2 additional skulls, dealing 1 wound. Energy Form removes 1 wound.
Gorgon attacks Galactus, rerolls defense with Cosmic Power Source, dealing 3 wounds.
Galactus attacks Gorgon dealing 4 wounds - Gorgon defeated.
World Eater removes 1 marker and 2 terrain
Stardust attacks Crystal with ranged attack, Blocked. Energy Form removes 1 wound.
Lockjaw teleports adjacent to Stardust, Lockdown activated.
ROUND III
Stardust attacks Lockjaw, using The Power Cosmic for 2 additional skulls, dealing 4 wounds. - Lockjaw defeated.
Medusa attacks Stardust for 3 wounds.
Stardust moves. Energy Form removes 1 wound.
Stardust attacks Black Bolt with ranged attack, Blocked. Energy Form removes 1 wound.
Black Bolt attacks Stardust for 1 wound.
Round IV
Black Bolt attacks Stardust for 3 wounds.
Stardust moves and attacks Black Bolt with ranged attack, using The Power Cosmic for 1 additional skull, dealing 3 wounds. Energy Form removes 1 wound.
Black Bolt uses Voice of Destruction dealing 2 wounds on Crystal. 2 wounds on Stardust. 1 wound on Galactus - Stardust defeated.
After Stardust's fall, the remaining Inhumans were unsuccessful in bringing down Galactus.
Army Test Map: Ivy's Greenhouse Units:Stardust(400) Galactus II(1000) (1400) Mister Fantastic(235) Invisible Woman(215) Human Torch(225) The Thing(325) Aurora(200) Northstar(200) (1400)
Spoiler Alert!
The Power Cosmic
R1T2 - Used for one additional skull attacking Northstar
R3T1 - Used for two additional skulls to attack Invisible Woman
R4T1 - Used for one additional skull to attack Mister Fantastic
R4T2 - Used for one additional skull to attack Mister Fantastic
R5T1 - Used for one additional skull to attack Thing
R5T2 - Used for one additional skull to attack Aurora
Cosmic Halberd Slash Special Attack
Was not used.
Energy Form
Removed 7 wounds from Stardust's card throughout the match.
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Tough match with a lot of bad rolls coming from the Fantastic Four. Mister Fantastic's rubber wrap did well to lock Stardust down but could not land any D20 rolls or hits to Stardust to bring her down or attack with any additional units. She eventually broke free and the combined might of Galactus and Stardust finished the remaining F4 members.
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Stardust 6/6 Wounds Remaining
Galactus II 3/10 Wounds Remaining
Spoiler Alert!
Round I
Stardust attacks Northstar with ranged attack, using The Power Cosmic for 1 additional skull, dealing 1 wound
Aurora attacks Stardust, Cosmic Source reroll for defense, Aurora deals 2 wounds on Stardust
Mister Fantastic punches a tree that lands on Stardust for 1 wound.
Stardust moves. Energy Form removes 1 wound.
Round II
Galactus attacks Thing, Power Cosmic reroll for attack, dealing 3 wounds.
World Eater removes 4 Terrain pieces.
Stardust attacks Thing, Blocked. Energy Form removes 1 wound.
Stardust attacks Invisible Woman, Cosmic Source reroll for attack, dealing 3 wounds. Energy Form removes 1 wound.
Round III
Stardust attacks Invisible Woman, using The Power Cosmic for 2 additional skulls and using Power Source reroll for attack, dealing 4 wounds - Invisible Woman defeated. Energy Form removes 1 wound.
Mister Fantastic attacks Stardust for 1 wound. Rubber Wrap activated.
Galactus attacks Mister Fantastic, Blocked.
World Eater removes 4 Terrain pieces.
Aurora attacks Stardust for 2 wounds.
Northstar uses Twin Light Blast dealing 1 wound to Galactus and Stardust.
Mister Fantastic attacks Stardust, Blocked.
Stardust attacks Mister Fantastic, using The Power Cosmic for 1 additional skull, Power Source reroll for attack, dealing 2 wounds. Energy Form removes 1 wound.
Stardust attacks Mister Fantastic, using The Power Cosmic for 1 additional skull, Power Source reroll, for 5 wounds - Mister Fantastic defeated. Energy Form removes 1 wound.
Northstar attacks Galactus, Blocked.
Galactus attacks Thing for 1 wound.
World Eater removes 1 Terrain and applies 1 wound on Aurora and Thing.
Round V
Thing attacks Galactus, Blocked.
Stardust attacks Thing, using The Power Cosmic for 1 additional skull, Cosmic Source reroll for attack, dealing 4 wounds - Thing defeated. Energy Form removes 1 wound.
Aurora attacks Galactus for 2 wounds.
Stardust attacks Aurora, using The Power Cosmic for 1 additional skull, Power Source reroll for attack, dealing 3 wounds - Aurora defeated. Energy Form removes 1 wound.
Northstar attacks Galactus, Blocked.
Galactus attacks Northstar for 4 wounds - Northstar defeated.
World Eater removes 4 Terrain pieces.
Round VI
Stardust attacks Human Torch, Cosmic Source reroll for attack, dealing 5 wounds - Human Torch defeated.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
By themself, Stardust seems to just get by. Losing a one on one and coming close to defeat, while combating a group, made Stardust seem like they were on point. When paired up with a team like with Galactus, or with friendly units that would apply stat bonuses, it's a different story.
GENERAL THOUGHTS ON THE TESTED UNIT:
Keeping distance, and moving away from the opponent, to attack or reposition themself is a big thing for Stardust. Couple of times being locked down and made immobile seemed beneficial but with a high defense, they were able to block most attacks and return with a heavy hit to break free and continue moving around and heal up.
The Cosmic Slash ability definitely requires some kind of set up to get at least two figures for the attack.
Energy Form is the big winner here, keeping Stardust alive and moving around
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Played with Fret who recommends a defense drop. I would have to agree as having a little less defense would have made the outcome of some matches end differently and make it more manageable in bringing Stardust down. Pretty much all times when Stardust was close to death, they managed to get away, or break free from being immobilized, just to get health back and into the fight.
I played the F4 on that last test. I was able to deal some early damage to stardust, but they quickly retreated and healed up. Later I locked Stardust down with Mr F, but his D20 rolls were terrible and a couple of turns were wasted with only Reed taking a turn, and not wanting to move, could only attack stardust. Overall, I like the stardust design and think a one point defense drop would have given the F4 the chance they needed to be able to take out stardust.