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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Workshop
Or a HYDRA Leader Red Skull take might be cool as well.
I think the current HYDRA could be pretty good if they had easier attack and defense boosts and maybe a power that brought some of them back (they should feel endless). 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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Re: Public Design Workshop
HAIL HYDRA
If [HYDRA Leader Character] is in your start zone at the start of the round, all HYDRA Agents you control add one to their Attack and Defense numbers for the remainder of the round. If [HYDRA Leader Character] is not in your start zone at the end of the round, you may place up to two previously destroyed HYDRA figures you control on empty spaces adjacent to [HYDRA Leader Character]. 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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Re: Public Design Workshop
Dreadnaughts weren’t ever used as mechs, were they? Mechs the HYDRA Agents could pilot would be sweet.
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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Re: Public Design Workshop
Both Red Skull I and Red Skull II are both great leaders, they're just not really keyed into HYDRA as much as being generalists. Red Skull II is especially strong now (since Red Skull I got nerfed), he's just not trying to be a HYDRA leader.
Red Skull I + HYDRA Agents actually have turn efficiency equal to, if not better than the other leaders you mentioned, it's just that the HYDRA Agents usually let the combination down by not being able to do much. The power I posted would let you trigger Trigger Man on Crossbones, but would also give you additional flex in building an army around the whole trio (or any other Terrorists), instead of excluding Skull. Something like that is what I'd want to see from the character, personally. The brainstormed ideas are cool, would love to see that Hail Hydra power on a Strucker II or something of the like. HYDRA definitely had some mechs they used during the Fear Itself era, so something like that would be cool to see. Would maybe need something like this to make it work with the current VDO rules? Quote:
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Re: Public Design Workshop
Some small changes to Attuma. Instead of an either/or the Warlord power makes him a conqueror if there is an opponent worthy of conquering. I dropped defense to 4 since in the water he'll be pretty swole. And a lighter version of counter strike to add a little offense to the Heat of Battle power.
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Re: Public Design Workshop
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Re: Public Design Workshop
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Re: Public Design Workshop
Or to stick closer to my design. This gets rid of the x-marker reveal to work with Red Skull v2.
SADISTIC DISTRACTION Once a round if Sin ends her turn adjacent to an opponent's figure you may take a turn with a Terrorist figure you control. If a figure that you control other than Sin attacks an opponent's figure that is engaged with Sin, you may reduce that figure's defense by 1. Quote:
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