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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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#1
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The Book of Foot Clan Ninja
The Book of Foot Clan Ninja C3G IDW SUPER SECRET EXCLUSIVE 58 HAND AND FOOT The figure used for this unit is a Heroclix figure from the TMNT Heroes in a Half Shell set. Its model number and name are #006 /Foot Ninja (Katar) . The figure used for this unit is a Heroclix figure from the TMNT Heroes in a Half Shell set. Its model number and name are # 007/ Foot Ninja (3 Segment Staff). The figure used for this unit is a Heroclix figure from the TMNT Heroes in a Half Shell set. Its model number and name are # 008/Foot Ninja (Shuriken). The figure used for this unit is a Heroclix figure from the TMNT Heroes in a Half Shell set. Its model number and name are # 009/Foot Ninja (Twin Katanas). _________________________________________________________________ Character Bio - The Foot Clan was founded in Feudal Japan and grew to become the most feared clan of warriors and assassins in Japan. They practice ninjitsu and black magic, and are now a powerful globally-organized crime ring active in multiple illegal activities such as; drug smuggling, money counterfeiting, gunrunning, assassination, computer hacking, theft, and terrorism. Led by the Shredder, they became increasingly active in New York City, where four Turtles stood in the way of their plans. _________________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Incoming Synergy:
-Strategy, Tactics and Tips--Heroscapers Community Contributions-
Last edited by Splash; August 5th, 2022 at 05:36 PM. Reason: png |
#2
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Re: The Book of Foot Clan Ninja
NAME = FOOT CLAN NINJA
SPECIES = HUMAN UNIQUENESS = UNIQUE SQUAD (4) CLASS = NINJA PERSONALITY = DEVOUT SIZE/HEIGHT = MEDIUM 5 LIFE = 1 MOVE = 6 RANGE = 1 ATTACK = 3 DEFENSE = 3 POINTS = 155 OUT OF THE SHADOWS Once per round, after revealing an Order Marker on this card and before taking a turn with the Foot Clan Ninja, you may roll the 20-sided die once for each Foot Clan Ninja no longer in play. If you roll 9 or higher, return that Foot Clan Ninja into play by placing it on an empty shadow tile or any empty space within 3 spaces of another Foot Clan Ninja you control. You may not return more figures into play with this special power than the number of enemy figures on the battlefield. Figures placed with this special power may not be placed adjacent to an opponent's figure. NINJITSU A Foot Clan Ninja can attack with his normal attack at any point before, during, or after his normal move as long as he is on a space where he could end his movement. A Foot Clan Ninja can move through all figures and is never attacked when leaving an engagement. Last edited by Yodaking; November 28th, 2018 at 09:04 PM. |
#3
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Re: The Book of Foot Clan Ninja
I opted to go with quozl's suggestion of a range 1 squad w/ninjitsu here and also added in the option to place returned ninja on any shadow tile on the board. Not a lot of maps use very many shadow tiles but I thought it was a nice bit of theme that matched the name of the power. I'll search for art, finalize the mini options, and work on the bio later on as I don't really have the time today. When updating the synergy list I noticed that Ra's might really like these guys as he can sacrifice them then get them back on another turn. He's not exactly lighting it up though so that might be a good thing.
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#4
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Re: The Book of Foot Clan Ninja
Looks good overall. A few thoughts:
1) Is this supposed to be a generic Ninja squad, or are they from something specific? 2) I like Out of the Shadows, but we'll have to watch to see how it plays against single-attack/activation armies; seems like there's good potential for them to domination any match-up like that. 3) Phantom Walk isn't needed here because it's already rolled into Ninjitsu. Also, I'd kind of prefer we went with a more generic name for Ninjitsu, since it's so reusable. Maybe even just Combat Dexterity 1, and update the other uses of Combat Dexterity to Combat Dexterity 2? C3G: Taking Superheroes to a Whole New Level! C3V: The Legacy of Classic 'Scape! Viegon & Family's Classic Customs, Maps, and Battlefield Videos. Enjoy App Games? Try A Day in the Life of Atlas! |
#5
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Re: The Book of Foot Clan Ninja
I like how straightforward they are, and Out of the Shadows is a cool power that the Turtles will probably be able to get around pretty easily.
It does feel a little weird to me that the Hand Ninja can buddy up with Shredder and these guys can't. Are these intended to be more of an 'elite' squad, with a lower-level common one in the pipeline? |
#6
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Re: The Book of Foot Clan Ninja
Japes has talked about having another Foot Clan squad, there are plenty of minis available now, but I'm not sure how soon that may come to pass if at all. These guys are not based on any specific comic book run or anything, I just came up with an idea for a ninja squad that would play much differently that the Hand ninja and really liked what it could be. I think some people will draft both the Hand and the Foot together along with Shredder so the Hand already fill the common role. As for them facing off against single attack heroes, maybe have a limit of only 2 figures can be returned at a time to help with that? We can also raise the d20 up some more but I wouldn't want to see it go above 13+.
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#7
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Re: The Book of Foot Clan Ninja
Oh, and I cut Phantom Walk already even though the 24 hour breathing period isn't up. V was correct that it wasn't needed once I added quozl's ninjitsu suggestion.
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#8
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Re: The Book of Foot Clan Ninja
I liked the Unique Squad with a respawn power a lot as it controls cost and still lets them seem like a swarm. As for the Common Squad...I'd be fine just using the Hand as the common version.
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. |
#9
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Re: The Book of Foot Clan Ninja
The Foot is an obvious parody of The Hand so I think making them interchangable is fine in C3G.
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#10
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Re: The Book of Foot Clan Ninja
Since this is a unique squad and there's already talk of not making a common squad, any consideration of breaking new ground and making this a 6 man squad? Might need to up the Out of the Shadows roll, but given their stats aren't insane it could be a pretty cool way of making a horde while not making them common.
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#11
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Re: The Book of Foot Clan Ninja
Quote:
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. |
#12
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Re: The Book of Foot Clan Ninja
If we stick with the range 1 squad, then there are these 5 figures that are holding melee weapons that people can choose from to assemble their Foot Clan Unique Squad of 4. I'm not too particular as to which four end up on the card as I'll be proxying either way (which also means I'm going to need some figure pics here).
Foot Soldier (Chain Kama) #010 TMNT Gravity Feed Foot Soldier (Bo Staff) #008 TMNT Gravity Feed Foot Soldier (Katana) #009 TMNT Gravity Feed Foot Solider (Numchaku) #007 TMNT Gravity Feed Foot Soldier (Sai) #006 TMNT Gravity Feed Then there are these 4 figures, which I do have and can get us figure pics of, but one of them is holding a ranged weapon. Foot Ninja (Katar) #006 TMNT Heroes in a Half Shell Gravity Feed Foot Ninja (Shuriken) #008 TMNT Heroes in a Half Shell Gravity Feed Foot Ninja (Twin Katanas) #009 TMNT Heroes in a Half Shell Gravity Feed Foot Ninja (3 Segment Staff) #007 TMNT Heroes in a Half Shell Gravity Feed We could double up on one of these four to make a 4 figure squad of all melee figures, but that could create a supply issue. We could just leave the Skuriken figure in the official squad and either ignore it or change the range back to 3. I kind of like the idea of them playing a bit differently than the Hand by having them not have a ranged attack and instead have the hit and run power. It would mitigate the power of the (up to) 7 figure activation when bonding with the Hand if 4 of them don't have a ranged attack. So I'd lean towards just ignoring the weapon being held by one figure if we go with these four as the official ones. We could also mix and match 4 melee figures from the two different groups for the official card, they wouldn't all have the same exact look but would set the precedent up for people to just mix and match their own figures however they desire, then list all 8 melee figures as options. With some of the figures not currently in stock at T&T, I suspect more than one player may end up mixing and matching anyway. |
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