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  #25  
Old July 13th, 2010, 12:27 PM
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Re: Moloids - Brainstorming Phase

I'm good with them as a squad of 5 or with them as common heroes. I'm thinking try pricing them at 10 points each and then taking at least 5 of them at a time and seeing how it goes. (Though 10, obviously, would be ideal).
Oh, and I agree, awesome write-up!

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  #26  
Old July 13th, 2010, 12:29 PM
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Re: Moloids - Brainstorming Phase

Oh, and there might need to be an Order Marker stipulation in the turn bonding portion of Loyal to One Ruler if we go common hero. Otherwise, people might think that you get to move Moleman (or whatever ruler) before each Moloid takes a turn (which should be at least 5 times every turn).

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  #27  
Old July 13th, 2010, 12:35 PM
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Re: Moloids - Brainstorming Phase

Quote:
CAVE DWELLERS
While occupying a rock, dungeon, or shadow space, a Moloid adds 1 to its defense.
I am thinking that this is just not enough to make their attack 1/defense 1 powerful enough to ever be a threat to the Fan Four. I think their attack and defense should go up to 2/2 and Cave Dwellers should boost their attack and defense by 1.
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  #28  
Old July 13th, 2010, 02:48 PM
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Re: Moloids - Brainstorming Phase

I like them as 1/1 with just a possible further +1/+1. Like our Civilians. Besides, what happened to "no more squadscape"?

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  #29  
Old July 13th, 2010, 02:49 PM
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Re: Moloids - Brainstorming Phase

I think if Cave Dwellers upped their attack as well as Loyal to One Ruler, then they could, in dungeon, on height, theoretically have attacks of 4. It's very conditional, but that'd be an environment where they could hurt the Fan Four.

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  #30  
Old July 13th, 2010, 02:50 PM
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Re: Moloids - Brainstorming Phase

Quote:
Originally Posted by NecroBlade View Post
I like them as 1/1 with just a possible further +1/+1. Like our Civilians. Besides, what happened to "no more squadscape"?
They are Common Heroes now. But I agree with you, we can keep them at 1/1 as long as we give them plenty of boosting opportunities.
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  #31  
Old July 13th, 2010, 02:52 PM
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Re: Moloids - Brainstorming Phase

Common heroes is fine with me (cool dynamic with one figure per card but moving 5+ each OM). But I don't think their suggested cost should be 60 then.

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  #32  
Old July 13th, 2010, 02:54 PM
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Re: Moloids - Brainstorming Phase

LOYAL TO ONE RULER
At the start of the game, choose one Unique Ruler Hero to be the One Ruler for the Moloids. After revealing an Order Marker on this card and before taking a turn with a Moloid, you may first take a turn with its chosen One Ruler. Any Moloid within 2 clear sight spaces of their chosen One Ruler may add 1 to their attack.

I think this change is needed to make it work as a Common Hero.

Edit: Also, the cost would have to be about 10 points, yeah.

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.

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  #33  
Old July 13th, 2010, 03:05 PM
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Re: Moloids - Brainstorming Phase

I am really digging the whole Mole faction.
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  #34  
Old July 13th, 2010, 03:08 PM
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Re: Moloids - Brainstorming Phase

Now we just need to add Cindy Crawford's Mole ...

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.

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  #35  
Old July 13th, 2010, 05:41 PM
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Re: Moloids - Brainstorming Phase

Quote:
Originally Posted by IAmBatman View Post
LOYAL TO ONE RULER
At the start of the game, choose one Unique Ruler Hero to be the One Ruler for the Moloids. After revealing an Order Marker on this card and before taking a turn with a Moloid, you may first take a turn with its chosen One Ruler. Any Moloid within 2 clear sight spaces of their chosen One Ruler may add 1 to their attack.

I think this change is needed to make it work as a Common Hero.

Edit: Also, the cost would have to be about 10 points, yeah.
Thanks for the change Bats.

I updated my post on page 19 with your wording for LTOR and changing Horde Movement to Swarming Movement, as well as changing cost to 10 points and from common squad to common hero.

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  #36  
Old July 13th, 2010, 05:47 PM
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Re: Moloids - Brainstorming Phase

Quote:
Originally Posted by Hahma View Post
Quote:
Originally Posted by IAmBatman View Post
LOYAL TO ONE RULER
At the start of the game, choose one Unique Ruler Hero to be the One Ruler for the Moloids. After revealing an Order Marker on this card and before taking a turn with a Moloid, you may first take a turn with its chosen One Ruler. Any Moloid within 2 clear sight spaces of their chosen One Ruler may add 1 to their attack.

I think this change is needed to make it work as a Common Hero.

Edit: Also, the cost would have to be about 10 points, yeah.
Thanks for the change Bats.
RULER
At the start of the game, choose one Unique Ruler Hero to be the One Ruler for all Moloids you control. After revealing an Order Marker on this card and before taking a turn with a Moloid, you may first take a turn with its chosen One Ruler. Any Moloid within 2 clear sight spaces of their chosen One Ruler may add 1 to their attack.

I think that helps a bit more.
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