C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
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.
Updated the SP with the changes. On his flipped side I've put his attack down to 6 and defense at 3. Looked at other cards with 7 attack and don't think he really reaches the same strength level as those characters. Not sure how to calculate a flip card for points, but I'm imagining he'll be in the high 200s.
If there's no objections I'll move onto the checklists later today or tomorrow.
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, but he does move an Order Marker before revealing it, similar to Mantis.
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? Yes, he can flip his card if an ally is destroyed.
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? Yes, before revealing an OM each turn, he can move one to another Overwatch card. Synergy is limited, but he does recruit one figure into the faction.
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? Yes, at the end of a round he can heal slightly and flip his card back if he cannot see an enemy.
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, however he can use a special move instead of his normal move which can potentially wound another figure.
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? Yes, Jump Pack can wound a figure after moving, however it is inline with other auto-wounding powers.
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. His class on his B side has already been changed to prevent stacking with Invisible Woman.
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, flipping back to his A side will heal him for half his wounds on his B side. However, his B side has double the health, making the percentage of health lost the same.
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? Yes, on his B side, his normal attack can knock enemies back 3 spaces. However, it does not provide unwinnable scenarios nor any scenario other figures don’t already come across with similar powers.
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? No.
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? Currently yes, as his card can flip when a friendly figure is destroyed. However this is not intended by your own figures, and will be updated to be during enemy turns or when destroyed by an enemy figure only.
CONSISTENCY CHECKLIST (LONG FORM)
Spoiler Alert!
1. Are the character’s name and secret identity listed in a consistent format with the rest of the project? If the character shares a name and/or secret identity with another character is it properly clear whether or not they are the same character? Yes.
2. Consider the listed Species. Are the design’s power level, point level, and statistics (life, move, range, attack, and defense numbers) within the established range for that species? If it’s an outlier, is there thematic justification for this? Yes.
3. Consider the listed Uniqueness. Does the power text properly reflect whether the figure is a Hero or a squad, and whether it is Event, Unique, Uncommon, or common? If it’s Event, are the powers written with consideration for Event Hero rules? If it’s Uncommon, are the powers written to avoid stacking? If it’s common, are the powers written with this in mind? Yes.
4. Consider the Class and Personality. For each, is it a reuse? If so, is the character thematically consistent with other members of that Class or Personality? If not, is there a preexisting Class or Personality that would fit as well that could be used instead? Are there any existing synergies with that Class or Personality that are undesirable or that this Design would create that would be undesirable for preexisting members of that Class or Personality? Yes. Winston is a Scientist first and foremost, however Leader or Protector can also work (say to prevent him working with Star-Lord). Protector on his B side is not terrible, but cannot think of a better one for it. Personalities are both fitting and reflect the different aspects of him. Invisible Woman synergy isn’t unfitting considering what Winston is from, however Scientist has already been removed from his B side to prevent a figure with 12 Life having a high defense stat.
5. Consider the listed Size. If the figure is double based, is it Large or Huge? Is the chosen miniature’s physical size consistent with other miniatures in the chosen size category? Yes.
6. Consider the listed Height. If you stack hexes up next to the figure, does the number listed for the height match up the layers of stacked hexes that match the miniature’s physical height?
Consider the listed Life number. Is this number consistent with other figures of the same species? Yes. The B side is listed as 2 tiles taller, however this is to reflect how when he is angered, he usually stands on his hind legs as opposed to all fours (where he is about human height). While on his hind legs, he stands taller than characters that are 7’+ tall.
7. Consider the listed Move number. Is this number consistent with other figures of that power level? Yes.
8. Consider the listed Range and Attack numbers. Is this number consistent with other figures that use the same type of weapon or power to attack? Yes.
9. Consider the listed Defense number. Is this number consistent with other figures of the same or similar species and with the same or similar armor or other defensive equipment? Yes. His defense is lower on his B side to reflect him being more reckless, larger target.
10. Does the figure have Super Strength? If it does or doesn’t, was this determined on the standard of that character demonstrating three things: A. The ability to throw a car B. The ability to survive a fall from a tall building and C. The ability to knock back another person when punching them? Yes. Winston’s main gimmick when angered is punching people away, and several animated shorts have shown him swinging around or throwing people with ease. On several occasions he has fallen from great heights through buildings or jumped from aircrafts flying above buildings and landed unscathed. Whilst not being shown to have thrown cars, he’s strong enough to lift and move them with one hand, even rolling them over by ramming into them whilst they’re moving.
11. Examine all of the special powers. Are there other powers that fit the same theme already in existence in the project? If so, can they be reused? If they can’t, can those other powers be used as a basis for the mechanics and wording? Similar powers exist. King Kong, Hulk, and Mantis were used as inspiration.
12. Examine any movement powers. Do they keep the figure’s speed consistent with other figures of their species and power level?
Examine any offensive powers. Do they keep the figure’s offensive potential consistent with other figures with the same powers and power levels or skills and weaponry? His Jump Pack is a mini Leap power that allows for auto wounds, letting him move 6 spaces. His attack of 6 on his B side is similar to other large, powerhouse characters. While definitely one of the physically strongest characters in his universe, he’s not on par with the likes of characters that have 7+ attack.
13. Examine any defensive, healing, or other tanking powers. Do they keep the figure’s survivability consistent with other figures of the same powers or power level or species and armor class? Yes. His flip side allows him to tank more wounds at the cost of lowering his defense slightly. It also allows him to heal wounds when flipping back. However, the percentage of damage remains, as while he heals wounds he also has half the life on his A side.
14. Examine any leadership powers. Do they exceed the activation potential of the best existing leaders? If so, is there thematic justification for this? No. His leadership power only allows him to move an OM to another Overwatch card before revealing. While he himself doesn’t benefit from this OM movement, the reveal itself can allow Tracer to then take a turn as well.
15. Consider any powers that reference darkness, electrical, figure movement, fire, gas, ice, kryptonite, light/sensory, magical, poison, psychic, stealth, or water-based abilities. Do these behave in similar ways to other powers of this type, including mentions of immunities?
Is it clear for all special powers what phase of the turn and how they are triggered, what phase of the turn they are active in, and when and how they cease being active? No. All special powers are clear.
16. Are special powers listed in game, round, and turn order? Yes.
17. If a special power includes a D20 roll, does it make sense to list a number by the title? N/A.
18. If a power is being reused, are the title and wording copied accurately? N/A.
19. Has the power title or a very similar one been used before with vastly different mechanics? No.
Made a small tweak to Winston's flip mechanic as addressed in these checklists, just to prevent you from killing your own figures to flip his card.
During testing I may look to tweak his flip mechanic slightly. I'm thinking a marker based power, so when an enemy figure destroys an ally, he places a marker on the attacker's card before flipping. Then flips back when all figures on that card are destroyed. At the moment I can see him potentially leaping away from combat just to heal and then jump back in. Not sure if that's a bit too much mechanically however, but I'm in favour of that change if we like it and his go to strat ends up being hide to heal.
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.