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  #97  
Old February 14th, 2022, 02:32 AM
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Splash Splash is offline
 
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Re: The League of Extraordinary Gentlemen Workshop

Actually did this one a month or so ago and forgot to post I think, easiest mod ever.
Invisible Man Mod Guide
The two figures are Roy Raymond Jr and Invisible Kid.

Step One: Cut off their heads and swap them.


Ta da!

Looks pretty cool too.

You may also want to paint the tie or something, I just decided to paint it Black.

Last edited by Splash; May 21st, 2022 at 04:40 PM.
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  #98  
Old March 8th, 2022, 11:11 AM
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Re: The League of Extraordinary Gentlemen Workshop

Dude, that looks better than I could have hoped! @Splash do you still have that extra Guardian figure because I am interested!

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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.
RIP George Perez
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  #99  
Old March 8th, 2022, 01:13 PM
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Re: The League of Extraordinary Gentlemen Workshop

Yup, you bet!

edit: pics weren't showing for some reason got them up again

Last edited by Splash; March 9th, 2022 at 08:48 PM.
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  #100  
Old April 27th, 2022, 01:59 AM
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Re: The League of Extraordinary Gentlemen Workshop

Allan Quatermain Mod Guide
The figure is Tracker #086 Freakshow HorrorClix

Reference Image


Spoiler Alert!

Step One: Cut off the doggo (I used the dog for classic Junkyard )
Also cut away the laser eye thing, best you can, and the leash on his hand.

Step Two: Paint light skin tone over hand and eye, then dot the eye. Then glob some beard on with white paint. His beard is more white, but you can go greying if that is your preference. He also doesn't seem to have much hair on the side of his face so you can get rid of that if you really want to.

Step Three (optional): He also doesn't wear a hat more often than not, so if you wanna remove it and paint his head you can, but I didn't.
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  #101  
Old April 27th, 2022, 02:08 AM
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Re: The League of Extraordinary Gentlemen Workshop

Mina Murray Mod Guide
The figure is Gertruda - Curse of Strahd Denizens of Castle Ravenloft #4 D&D Miniature

Reference Image


Spoiler Alert!

Step One: My figure was missing some paint on the hairline so I fixed that in like a second. Then I just painted the dress and everything a solid black, you can keep some of the ruffles at the shoulder and wrists white or add some gray if this feels too plain. After that just use a deep red for the cloth around her neck.



Step Two (optional): I decided to risk it and use a twisty-tie for the scarf. It didn't go well initially (gluing is tricky), but the end result covers up most of the tragedy. Again if you are satisfied with the above photo, this is optional.
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  #102  
Old April 27th, 2022, 02:11 AM
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Re: The League of Extraordinary Gentlemen Workshop

The League assembled!
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  #103  
Old April 27th, 2022, 02:12 PM
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Re: The League of Extraordinary Gentlemen Workshop

Those end results are really stellar!

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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  #104  
Old April 30th, 2022, 01:51 PM
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Re: The League of Extraordinary Gentlemen Workshop

If anyone would rather paint than mod, Unmatched has a set with Invisible Man, probably too expensive unless you get some play value from that game as well.

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  #105  
Old May 1st, 2022, 08:33 AM
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Re: The League of Extraordinary Gentlemen Workshop

Great mods!
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  #106  
Old June 22nd, 2022, 01:47 PM
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Re: The League of Extraordinary Gentlemen Workshop

Quote:
Originally Posted by Skinderella View Post
Just going to throw this idea out there, but what if it was something like this?
Quote:
LEAGUE OF EXTRAORDINARY GENTLEMEN
If all Unique Heroes in your army are Humans or Mutates and none of those Heroes have the same Class, you may add 1 to your initiative roll for each Unique Hero you control. After taking a turn with Mina Murray, you may:
• immediately move up to 2 other Unique Heroes you control if Mina Murray ends her turn engaged.
• take a turn with one Unique Hero you control that has not moved this turn.
You may not take any additional turns with other figures you control.
Or for something slightly different:
Quote:
If all Unique Heroes in your army are Humans or Mutates and none of those Heroes have the same Class, you may add 1 to your initiative roll for each Unique Hero you control. After taking a turn with Mina Murray, you may either:
• take a turn with one other Unique Hero you control. Or,
• take a turn with up to 3 other Unique Heroes you control if Mina ends her turn engaged. During these turns, figures cannot move and attack in the same turn.
You may not take any additional turns with other figures you control.
Could definitely do with some fine tuning, but could be a different way to have figures taking turns if you wanted her to be a solid bonder. Second option in my head plays a little into the extraordinary side, where it could lead to some crazy options if you've set it up well, but is very risky doing so with a main hub who is pretty frail.

Could also do something akin to Waller and Rick Flag with Murray and Quartermain if you wanted to spread the bonding out a bit.
Reposting some solid ideas from Skinderella on Mina's leadership power for reference.
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  #107  
Old June 22nd, 2022, 01:57 PM
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Re: The League of Extraordinary Gentlemen Workshop

I think Murray and Quatermain both having League related powers, like Waller and Flag would be really cool.
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  #108  
Old July 12th, 2022, 05:14 PM
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Re: The League of Extraordinary Gentlemen Workshop

An update to my ideas here for Mina and Allan.
Quote:
NAME = MINA MURRAY

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEADER
PERSONALITY = FEARLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = 110


THE LEAGUE
If all Heroes in your army are Humans, Mutates, or Undead and none of those Heroes have the same Class, you may add 1 to your initiative roll for each Unique or Event Hero you control on the battlefield, up to a maximum of +5.

ESPIONAGE
If you win initiative, before revealing your first Order Marker, you may immediately move Mina Murray up to 5 spaces. When moving with Espionage, Mina Murray can move through all figures and is never attacked when leaving an engagement.

"I'VE LIVED THROUGH WORSE"
If there is at least 1 Wound Marker on this card, the most wounds Mina Murray can receive from an attack is one, unless the attacking figure is Undead.
Quote:
NAME = ALLAN QUATERMAIN

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER
PERSONALITY = GRUFF

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 6
ATTACK = 4
DEFENSE = 2

POINTS = 135


EXTRAORDINARY GENTLEMAN
After revealing an Order Marker on the card of a Unique Leader you control, instead of taking a turn with that figure, or after taking a turn with that figure if it is Fearless, you may take turns with up to X different Unique Heroes you control. Allan Quatermain must be one of those Heroes. X equals the number of different Army Cards enemy players took turns with during the last enemy player's turn.

MARKSMANSHIP
After moving and before attacking, you may subtract any number of Allan Quatermain's attack dice from your roll, to a minimum of 1 attack die, and add that number to Allan Quatermain's Range number for this turn.

ELEPHANT GUN SPECIAL ATTACK
Range 5. Attack 5.
Destructible objects roll two less defense dice against this special attack. You may only use this special attack once per round.

Last edited by Splash; July 15th, 2022 at 04:01 PM.
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