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.
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.
An Event Card for each color sounds like it could be interesting. Maybe it offers 3 choices of construct (like a Net, Brick Wall, or Scissors). You could get to choose one of those choices for each of the Event Cards you draft, giving you a bit of flexibility instead of paying the points for all 3 of them.
An Event Card for each color sounds like it could be interesting. Maybe it offers 3 choices of construct (like a Net, Brick Wall, or Scissors). You could get to choose one of those choices for each of the Event Cards you draft, giving you a bit of flexibility instead of paying the points for all 3 of them.
Quote:
Originally Posted by IAmBatman
Well played.
I could see like an Event Card for each Lantern faction as a way to approach this or something.
Or, yeah, just parse the idea out into individual constructs.
I think I might try that. Once I realized how carried away I got I thought of how I could do it with Spell or Event cards.
Individual constructs could also work, which would give flexibility on the color options for each type, which might make it more interesting. I like the idea of a card being usable by any Lantern, so I want to try pursuing that to see if it's actually feasible.
NAME = KORATH THE PURSUER
SECRET IDENTITY = KORATH-THAK
SPECIES = KREE
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER/PURSUER
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 200-250
CYBER-GENETIC ENGINEERING
Korath has the species of Cyborg in addition to the species listed on this card.
PSIONIC TRACKING
Each round, before rolling for initiative, you may choose an opposing figure’s Army Card. Move Korath up to “X” number of spaces, where X equals the number of unrevealed Order Markers on that card. If the chosen figure is Accused, you may move Korath one additional space.
BETA-BATON SPECIAL ATTACK
Range: 1 Attack: 3 + Special
When Korath attacks with this special power, for every skull rolled, the defending figure must roll 1 fewer defense die, up to a maximum of 2 fewer dice. If Korath inflicts one or more wounds with this Special Attack, you may either choose to attack one additional time or roll the 20-sided die, adding one to your roll for each wound inflicted. If you roll 16 or higher, you may remove one unrevealed Order Marker at random from the defending figure’s Army Card.
SUPERSTRENGTH; FLYING
Made some changes to Korath based upon my reading of Ronin's design.
NAME = KORATH THE PURSUER
SECRET IDENTITY = KORATH-THAK
SPECIES = KREE
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER/PURSUER
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 200-250
CYBER-GENETIC ENGINEERING
Korath has the species of Cyborg in addition to the species listed on this card.
PSIONIC TRACKING
Each round, before rolling for initiative, you may choose an opposing figure’s Army Card. Move Korath up to “X” number of spaces, where X equals the number of unrevealed Order Markers on that card. If the chosen figure is Accused, you may move Korath one additional space.
BETA-BATON SPECIAL ATTACK
Range: 1 Attack: 3 + Special
When Korath attacks with this special power, for every skull rolled, the defending figure must roll 1 fewer defense die, up to a maximum of 2 fewer dice. If Korath inflicts one or more wounds with this Special Attack, you may either choose to attack one additional time or roll the 20-sided die, adding one to your roll for each wound inflicted. If you roll 16 or higher, you may remove one unrevealed Order Marker at random from the defending figure’s Army Card.
SUPERSTRENGTH; FLYING
Cool design. Maybe Beta-Baton could be stronger against Accused? Not sure how closely associated this guy is with Ronan.
NAME = Lantern Construct
SECRET IDENTITY = ? (Chosen at beginning of game)
SPECIES = Energy
UNIQUENESS = Common Hero
CLASS = Construct
PERSONALITY = ?
SIZE/HEIGHT = ? (Varies) Medium 4 probably
LIFE = 1
MOVE = 4
RANGE = 0
ATTACK = 0
DEFENSE = 2
POINTS = ? Target 10-30, would be nice if all were the same.
Target point is whole sculpt.
CONSTRUCTED
Choose a Lantern / Star Sapphire / figure that starts with or can gain Battery Markers. Instead of attacking with this figure, using Constructs you or the figure's original owner control of the matching color, place up to 1 Construct within 4 places (removing a matching Battery Marker if previously destroyed) and take a turn with up to 2 matching Constructs. Constructs may only attack, move, or take turns this way. If all matching figures you control are destroyed, destroy all matching Constructs with this power. Constructs do not start on the battlefield.
(Unsure: If a construct would be destroyed, you may instead spend a matching Battery Marker from an army card you control to prevent its destruction.)
VARIED CONSTRUCTS
At the beginning of the game, choose one of the below Construct types. Constructs may not make normal attacks unless otherwise noted. If a Construct cannot make an attack it cannot make a leaving engagement attack.
Axe: Special attack. Range 1. Attack X. Affects all adjacent figures.
Boxing Glove: Special attack. Range 1. Attack X. If this attack inflicted 1 or more wounds, you may move the wounded figure X spaces, where X is the number of inflicted wounds, if it is Medium(?) or smaller, applying fall damage if relevant.
Catapult: Special attack. Range X. Lob X. Attack X. Line of sight not needed.
Crossbow: Special attack. Range X. Attack X. If this attack deals at least 1 wound, roll 1 unblockable attack die against the wounded figure.
Decoy: DARING DECOY Figures engaged with this Construct can only attack figures that have the Daring Decoy special power.
Dozer Scoop: Choose a medium or smaller figure. Its controller may roll a d20. If X or higher, or if not rolled, you may move this Construct up to 4 spaces and place the chosen figure next to it. (May need to limit movement here if too strong)
Hammer: Normal attack. Range 1. Attack X.
Net: STUCK All small or medium opponent's figures that enter or occupy a space adjacent to Blob may not move. Figures affected by Stuck cannot be moved by any special power on an Army Card. (Maybe limit with d20 roll to balance for point cost)
Nurse: After moving, you may roll a d20. If X or higher, remove 1 wound marker from an adjacent figure.
Rifle: Normal attack. Range X. Attack X.
Scissors: After moving, you may choose an adjacent figure and a power on its card. Roll a d20. If X or higher, place this Construct on that card and it can't use the chosen power. Remove this Construct from that card (and destroy or put back here, not sure) at the end of the round if that chosen figure took a turn this round.
Spotlight: After moving, a matching Lantern or Vigilante you control may move up to X spaces if it begins its movement within 8 spaces of this Construct.
Stop Sign: (can choose, but that's default, right?) A figure may not move over this Construct. If a figure that started its movement more than 2 spaces away would move through a space adjacent to this Construct (max height of this figure, right?) it must immediately stop its movement on that space.
Wall: Blocks line of sight to a partially obscured X or smaller figure.
SPECTRUM OF LIGHT
(Might swap around Blue/Indigo/Violet powers a bit)
At the beginning of the game, choose X to be a color. This card is now X Construct instead of what is listed and gains the matching special power (and personality?):
Red: This Construct rolls an additional die on Normal and Special attacks and may take leaving engagement attacks.
Orange: After moving and before attacking, roll a d20. If X or higher, remove a Glyph from an adjacent figure and place it next to this Construct.
Yellow: Adjacent figures roll 1 less defense die, to a maximum of 2 fewer (or 1 if too strong).
Green: You may add 1 to the d20 roll of an adjacent figure you control. If this Construct would be destroyed, roll a d20. If X or higher, it is destroyed.
Blue: After taking a turn with a Construct, choose a figure within X spaces. Roll a d20. If X or higher, remove 1 wound marker from that figure.
Indigo: If an adjacent figure would gain 1 or more wounds, you may destroy this Construct to reduce the number of wounds by up to 2.
Violet: Adjacent figures you control roll 1 additional defense die (or 2 if that figure is a Beloved), to a maximum of 3 additional.
White: At the start of each round choose another color in this list that is not Black for all Constructs with this power. Gain that special power for this round.
Black: When a figure that is not an Android, Construct, or Undead receives 1 or more wounds, you may roll a d20. If X or higher, that figure takes an additional wound from the original source.
SUPER STRENGTH (?)
FLYING
Green Lantern (G'Nort)
Spoiler Alert!
SECRET IDENTITY = G'NORT ESPLANADE G'NEESMACHER
SPECIES = G'NEWTIAN UNIQUENESS = UNIQUE HERO CLASS = OFFICER (?) PERSONALITY = CLUELESS/HAPLESS/LOYAL/BRAVE (?)
SIZE/HEIGHT = MEDIUM 5 (? need to measure, should be 5 though, he is canonically 5'10'')
LIFE = 4
MOVE = 4 RANGE = 1 ATTACK = 4 DEFENSE = 3
POINTS = ?
GREEN POWER BATTERY 3
Start the game with 3 (?) green Battery Markers on this card. Add one to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.
OFTEN STUCK, LOST, AND GENERALLY INCOMPOTENT
If Green Lantern did not begin his turn within 6 (?) clear sight spaces of a friendly figure then he either cannot move or cannot attack this turn unless you remove a green Battery Marker from this card before taking a turn with Green Lantern.
SACRIFICE AND RETRIBUTION
When a friendly figure (other than Green Lantern, can't remember if this wording already excludes him) within X spaces of Green Lantern would receive one or more wounds, you may remove a Green Battery Marker from this card to ignore all wounds and roll an unblockable attack die against the figure that caused the wound(s). You may instead roll an unblockable attack die without removing a marker or ignoring wounds if the offending figure is adjacent to Green Lantern.
SUPER STRENGTH
FLYING
Designs that are still just ideas. Will write them up later.
Spoiler Alert!
Earth-X Hulk
Spoiler Alert!
Bruce Banner and Hulk are separate entities here, so idea was to have the Hulk be unable to be destroyed unless Bruce (as a blind child) is destroyed. He can be placed on Hulk's card (either as a glyph or separate figure, yet to be decided), and when Hulk would receive a wound or be destroyed, instead roll the d20 to see if Bruce is knocked off of the Hulk, and then he would be placed nearby (or he could be placed by choice instead).
Venom Hulk
Spoiler Alert!
Works either with Venom (Symbiote) or just a marker. Essentially Hulk/Venom powers together on one card, but every round, rolls to see if adds a Gamma Reduction marker. Each Gamma Reduction marker reduces move/attack/defense by 1. After 4? Gamma Reduction markers are placed on this card, Hulk no longer has any special powers and roll for adjacent figures for the Venom Symbiote to jump to (still have to figure out exactly how that would work). Alternatively, maybe Venom Hulk could be replaced by regular Bruce Banner after losing the Venom Symbiote. The idea here comes from how the comic handled Venom Hulk, where instead of draining his life force, it drained the Gamma energy from Bruce Banner.
Galactus Event Card
Spoiler Alert!
Essentially, the map is eaten away like how the Galactus card does it, but with no actual physical Galactus present (he's in space eating the planet, I guess). A random roll (or maybe initiative, but then cards that add to initiative may make this harder to price if it's not just a standard scenario instead of a draftable event card) decides which player chooses the piece(s) to be removed, which comes after the roll that decides how many pieces are removed. Possibility of not being draftable with Galactus, as that could get weird too.
Lantern Constructs as Event Cards
Spoiler Alert!
Essentially, just split up the powers from the above version to work as event cards. This would probably work with having a base version of a construct and then an event card that applies the sculpt power and another event card that applies the color power.
Speed-sapping Kraven
Spoiler Alert!
Just a special power idea so far.
Start the game with 2 Slow? markers. Special attack range 5 attack 3. If at least 1 skull is rolled and the target is a Hero, place one of the markers from Kraven on it. If a Hero other than Kraven has a Slow? marker on it, remove 2 from its move value for each Slow? marker. Kraven may attack a second time with this special attack. At the end of the round, return all Slow? markers to this card.
Giganto (Atlantean Beast)
Spoiler Alert!
Starts the game on its card the Horn of Proteus glyph starts equipped on any other figure you control. Instead of attacking?, use the glyph, which summons Giganto nearby and deals tidal wave damage.
Would like to see the Lantern constructs done. But definitely as separate designs, unique to each color, not 50 designs crammed onto an impossibly large card .
Would like to see the Lantern constructs done. But definitely as separate designs, unique to each color, not 50 designs crammed onto an impossibly large card .