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C3G Legacy Library This 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.


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  #13  
Old August 24th, 2015, 10:31 AM
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Re: M.R.D. Trooper (Design Phase)

Quote:
Originally Posted by IAmBatman View Post
If you're looking to move away from "Troopers," I'd consider "Enforcers." That's what the Lexcorp Security has and that seems like the closest analog we have to these guys thus far.
The reason I avoided Solider was because of the "human soldier" boost from a certain unreleased general.

Enforcer always has a tone of underworld to me. When I think of enforcers I think of guys like Hammer Head and Tombstone and such.

My thinking was that Trooper seemed like a unattached keyword that could be used in a future Boliver Trask or Senator Kelly or whoever a leadership type power that would allow them to play as a squad of 4 all the time without a mutant in view. Trask could be a link to get the MRD and Sentinels more synergy like to were looking for earlier...sorta pre-Mastermold era sentinel leader.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #14  
Old August 24th, 2015, 10:37 AM
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Re: M.R.D. Trooper (Design Phase)

Looks good to me. They'll be niche but there's nothing wrong with that. I would personally prefer to see their class as Soldier, because I like the idea of them synergizing with General Ross.

Also, is it intentional that they currently synergize with Mutants? As-is, their best builds will include a Mutant so that you can consistently active Mutant Assault Force.

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  #15  
Old August 24th, 2015, 10:57 AM
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Re: M.R.D. Trooper (Design Phase)

I'm okay with Trooper, as a non-synergistic or alternatively synergistic version of Soldier. I don't think it would hurt to let them team up with Ross, though. I think it'd be rather thematic, actually.

But they are in that murky area between "police" and "military" so I honestly don't know.
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  #16  
Old August 24th, 2015, 11:18 AM
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Re: M.R.D. Trooper (Design Phase)

Well if my only concern is something you guys don't have an issue with then I have no problem with soldier...maybe it would make them a tad less niche. Then if Trask does come about we can just name MRD Trooper instead of using the trooper keyword.

Also good catch I need to reword it so that it is an opponents mutant...

Are there any other soldier conflicts that I haven't thought of?

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #17  
Old August 24th, 2015, 11:22 AM
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Re: M.R.D. Trooper (Design Phase)

Should AMT 16 have markers to keep track of negation?
You could potentially negate four different Mutants on your first OM alone. I guess you could just invert the wound markers for the round.

Cool design. No more Muties!

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  #18  
Old August 24th, 2015, 11:31 AM
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Re: M.R.D. Trooper (Design Phase)

Quote:
Originally Posted by Tornado View Post
Should AMT 16 have markers to keep track of negation?
You could potentially negate four different Mutants on your first OM alone. I guess you could just invert the wound markers for the round.

Cool design. No more Muties!
Probably so since I based it off of the Negation Glyph which has a marker. It should be the same marker since it works exactly the same I believe. It's basically a scaled down version of that thus the higher roll.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #19  
Old August 24th, 2015, 11:46 AM
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Re: M.R.D. Trooper (Design Phase)

The only other Soldier synergy that I know of is that Donald Ferguson would occasionally offer them free movement with his Soldier Cover Fire. Not really an issue, IMO.

I like the Ross synergy as well.

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  #20  
Old August 24th, 2015, 12:31 PM
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Re: M.R.D. Trooper (Design Phase)

Nice design, and put me down with the Soldier group.
Quote:
Originally Posted by japes View Post
Quote:
Originally Posted by Tornado View Post
Should AMT 16 have markers to keep track of negation?
You could potentially negate four different Mutants on your first OM alone. I guess you could just invert the wound markers for the round.

Cool design. No more Muties!
Probably so since I based it off of the Negation Glyph which has a marker. It should be the same marker since it works exactly the same I believe. It's basically a scaled down version of that thus the higher roll.
Like this?
ANTI-MUTANT TECHNOLOGY 16
Start the game with X gray Neutralizer Markers on this card. If a Mutant hero receives one or more wounds from a M.R.D. Troopers normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place Neutralizer Marker on the chosen hero’s card. A figure with a Neutralizer Marker on its card cannot use any special powers for the remainder of the round. At the end of each round, return all Neutralizer Markers to this card.
I left "X" 'cause I didn't know many markers you wanted to limit it to. I would make it only work on heroes (like I have above), just in case there is ever a mutant squad it doesn't get weird.

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  #21  
Old August 24th, 2015, 01:07 PM
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Re: M.R.D. Trooper (Design Phase)

I'm for the soldier class here too.
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  #22  
Old August 24th, 2015, 01:30 PM
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Re: M.R.D. Trooper (Design Phase)

Quote:
Originally Posted by Zettian Juggernaut View Post
Nice design, and put me down with the Soldier group.
Quote:
Originally Posted by japes View Post
Quote:
Originally Posted by Tornado View Post
Should AMT 16 have markers to keep track of negation?
You could potentially negate four different Mutants on your first OM alone. I guess you could just invert the wound markers for the round.

Cool design. No more Muties!
Probably so since I based it off of the Negation Glyph which has a marker. It should be the same marker since it works exactly the same I believe. It's basically a scaled down version of that thus the higher roll.
Like this?
ANTI-MUTANT TECHNOLOGY 16
Start the game with X gray Neutralizer Markers on this card. If a Mutant hero receives one or more wounds from a M.R.D. Troopers normal attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher, place Neutralizer Marker on the chosen hero’s card. A figure with a Neutralizer Marker on its card cannot use any special powers for the remainder of the round. At the end of each round, return all Neutralizer Markers to this card.
I left "X" 'cause I didn't know many markers you wanted to limit it to. I would make it only work on heroes (like I have above), just in case there is ever a mutant squad it doesn't get weird.
Since it's a Common hero and this one card could potentially represent a lot of troopers I'd imagine it would be any arbitrary number we wanted to make it. In a perfect round you could potentially get 12 activated (3 rounds of 4) but that would be incredibly unlikely and besides the point is that if the first one "stuns" the mutant and cancels out any defensive abilities the rest of the squad gets better chances at taking the mutie down. I'd say 4 would be fine or 6 to be safe?

For the rules lawyers out there how does this "at the end of the round" interact with Healing Factor X.

Quote:
[*]Q - Which occurs first, rolling for Lava Field Damage at the end of the round, or Healing Factor X at the end of the round? [*]A - It isn't really cut and dried which comes first. Though I would lean towards Healing Factor X coming first because it is a special power that extends the round, the rule book says that when 2 or more powers occur at the same time, you should roll the D20 to see which one should go first. Also, that could be fun letting chance decide the outcome.
My interpretation is that the healing factor X wouldn't activate for any figure that was negated but I couldn't find the question asked for the Glyph of Neutralizer.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #23  
Old August 24th, 2015, 01:35 PM
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Re: M.R.D. Trooper (Design Phase)

Based off the Mezzodemons:

At the start of the game, place 1 gray Neutralizer marker on MRD Troopers Army Card for each MRD Trooper figure in your Army.

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  #24  
Old August 24th, 2015, 01:43 PM
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Re: M.R.D. Trooper (Design Phase)

Quote:
Originally Posted by quozl View Post
Based off the Mezzodemons:

At the start of the game, place 1 gray Neutralizer marker on MRD Troopers Army Card for each MRD Trooper figure in your Army.
I thought of that but for 600 points you can have 20 troopers and it's not possible to use more than 12 in a round. I think the card template currently have spots for 6 or 8 so maybe that's the answer. Just fill up the margins of the card...you print one card and get all the markers you need with out the need to create more.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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