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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.

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  #1285  
Old January 3rd, 2011, 02:59 AM
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DEATHWALKER 1970 DEATHWALKER 1970 is offline
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Re: Public Design Post

while I hope that the C3G Apocalypse will be human sized, that IS one cool figure!
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  #1286  
Old January 3rd, 2011, 03:32 AM
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Re: Public Design Post

That sculpt does look great, but more as a conversational piece rather than a miniature war figure.
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  #1287  
Old January 3rd, 2011, 10:59 AM
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Re: Public Design Post


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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  #1288  
Old January 4th, 2011, 04:13 PM
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Re: Public Design Post

Property of C3G Heroes.

Last edited by tcglkn; March 5th, 2011 at 11:47 PM.
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  #1289  
Old January 4th, 2011, 04:20 PM
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Re: Public Design Post

Quote:
Originally Posted by tcglkn View Post
The Book of Multiple Man (Jamie Madrox)


C3G (MARVEL)




The figure used for this unit is a Heroclix figure from the Sinister set. Its model number and name is 49 and 50/Multiple Man.

and
COLOR=Blue]The figure used for this unit is a Heroclix figure from the Sinister set. Its model number and name is 51/Madrox.

(INSERT MINIATURE PICTURE)

Background:
(INSERT BACKGROUND PICTURE FOR THE MINIATURE)


NAME = Multiple Man


SECRET IDENTITY = Jamie Madrox



SPECIES = Mutant


UNIQUENESS = Common Hero


CLASS =


PERSONALITY =


SIZE/HEIGHT = Medium 5



LIFE = 1


MOVE = 5


RANGE = 1


ATTACK = 2


DEFENSE = 2


POINTS = 20



DUPES


After revealing an Order Marker on this card and before moving a Multiple Man, roll the 20-sided die. On a roll of 1-10, you may move and attack with up to 3 Multiple Men you control. On a roll of 11-18, you may move and attack with up to 5 Multiple Men you control. On a roll of 19-20, you may move and attack with up to 7 Multiple Men you control.



MULTIPLY AND DIVIDE


At the end of every round, you may roll the 20-sided die for each destroyed Multiple Man. If you roll a 16 or higher, immediately place that Multiple Man on adjacent to any Multiple Man you control.




Considered adding a power that if you only had 1 Multiple Man on the board, he was considered a Unique Hero. But that seemed to have problems with Mind Control powers.
I call theft J/K I've had a write up pretty much the same as this (I'll PM it to you shortly) for a while, but as far as I'm concerned the Horsemen come first then one or two more write ups I have.
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  #1290  
Old January 4th, 2011, 04:21 PM
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Re: Public Design Post

Quote:
Originally Posted by hidicul View Post
I call theft J/K I've had a write up pretty much the same as this (I'll PM it to you shortly) for a while, but as far as I'm concerned the Horsemen come first then one or two more write ups I have.
Great minds think alike.

I have other plans too, Grenades then Power Pack. I like this more that the Sentinel Trooper though.
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  #1291  
Old January 4th, 2011, 04:38 PM
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Re: Public Design Post

Quote:
Originally Posted by tcglkn View Post
The Book of Multiple Man (Jamie Madrox)

C3G (MARVEL)



The figure used for this unit is a Heroclix figure from the Sinister set. Its model number and name is 49 and 50/Multiple Man.
and
COLOR=Blue]The figure used for this unit is a Heroclix figure from the Sinister set. Its model number and name is 51/Madrox.


(INSERT MINIATURE PICTURE)

Background:
(INSERT BACKGROUND PICTURE FOR THE MINIATURE)

NAME = Multiple Man
SECRET IDENTITY = Jamie Madrox


SPECIES = Mutant
UNIQUENESS = Common Hero
CLASS =
PERSONALITY =
SIZE/HEIGHT = Medium 5

LIFE = 1
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS = 20

DUPES

After revealing an Order Marker on this card and before moving a Multiple Man, roll the 20-sided die. On a roll of 1-10, you may move and attack with up to 3 Multiple Men you control. On a roll of 11-18, you may move and attack with up to 5 Multiple Men you control. On a roll of 19-20, you may move and attack with up to 7 Multiple Men you control.

MULTIPLY AND DIVIDE
At the end of every round, you may roll the 20-sided die for each destroyed Multiple Man. If you roll a 16 or higher, immediately place that Multiple Man on adjacent to any Multiple Man you control.

Considered adding a power that if you only had 1 Multiple Man on the board, he was considered a Unique Hero. But that seemed to have problems with Mind Control powers.
This is a great write up man, a bit different from what I would have done (Unique Squad of 5) but still really good.

1 - Isn't there a limit on how many duplicates Madrox has? A common hero would give him limitless duplicates.

2 - MULTIPLY AND DIVIDE could be extremely boring and long if you have dozens of these guys, also, it could be extremely overpowered for the game because near the end of a game where you have a LOT of these guys destroyed, you should end up bringing back at least 25% of your army. And that 25% of destroyed units is gonna come back at the end of each round.

3 - He is notorious for splitting up on impact or stress, so I think that he should divide much more similar to the Marro Dividers, instead of your idea where he just has a chance to divide based on time (end of a round equates to time in Heroscape).
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  #1292  
Old January 4th, 2011, 04:46 PM
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Re: Public Design Post

Quote:
Originally Posted by wikipedia
the maximum number of dupes Madrox could create, including duplicates of the dupes themselves, was approximately 40, but the limit has grown far beyond that, as when Hydra tried to manipulate Jamie into becoming one of them. Their plan backfired because he cannot be mind-controlled, which instead resulted in an immense number of Madroxes that drowned the organization's cohorts.
His limit is more than would ever be in an army probably. Making him a Common Hero is also a subtle way to make him immune to Mind Control.

I agree with the Multiply and Divide comments. How about:
Multiply and Divide
When a Multiple Man you control receives one or more wounds from a normal attack by an opponent’s figure, you may roll the 20-sided die before removing that figure. If you roll a 16 or higher, ignore any wounds that figure just received and, if possible, place one of your previously destroyed Multiple Men adjacent to the defending Multiple Man.
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  #1293  
Old January 4th, 2011, 04:56 PM
Griffin Griffin is offline
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Re: Public Design Post

Quote:
Originally Posted by tcglkn View Post
Quote:
Originally Posted by wikipedia
the maximum number of dupes Madrox could create, including duplicates of the dupes themselves, was approximately 40, but the limit has grown far beyond that, as when Hydra tried to manipulate Jamie into becoming one of them. Their plan backfired because he cannot be mind-controlled, which instead resulted in an immense number of Madroxes that drowned the organization's cohorts.
His limit is more than would ever be in an army probably. Making him a Common Hero is also a subtle way to make him immune to Mind Control.

I agree with the Multiply and Divide comments. How about:
Multiply and Divide
When a Multiple Man you control receives one or more wounds from a normal attack by an opponent’s figure, you may roll the 20-sided die before removing that figure. If you roll a 16 or higher, ignore any wounds that figure just received and, if possible, place one of your previously destroyed Multiple Men adjacent to the defending Multiple Man.
Sounds great, and good find on Wiki, sounds like common hero is the best option.
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  #1294  
Old January 4th, 2011, 04:59 PM
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Re: Public Design Post

Thanks. His Dupes power still gives him that squad feel. The number of activations Dupes provides can still be altered.
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  #1295  
Old January 4th, 2011, 05:03 PM
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Re: Public Design Post

I once came up with a design for this guy, where you start with a core Unique Hero with a few lives, who could summon "Dopplegangers" (Common Hero with the Clone species versions of himself), not unlike the Retchets.

In my version, he could move and attack with every Doppleganger on the board each turn, and adjacent Dopplegangers could take wounds in his stead.

He was kind of a steamroller... given the right circumstances he could be absolutely devastating, but the low stats/life of each figure involved meant that he wasn't unstoppable. You just had to separate and conquer.

For what it's worth.

C3G Needs You! Interested in playtesting? Want to playtest?
Humbled to have been a C3G Hero!
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  #1296  
Old January 4th, 2011, 05:05 PM
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Re: Public Design Post

I'd love to see your write up of that Margloth. Sounds interesting for sure.
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