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C3G Dredd'verse workshop

The stub gun sounds pretty fun. I would cut the negative side effects to a 2 or lower roll and it explodes dealing 5 damage. Cut the 3 damage part out. Just my opinion though, I know it would make the window for nothing to happen bigger, but when it does connect it's pretty solid. Sorry I'm on mobile right now, or I would input more.
 
I considered that but I find nothing effects to be boring and in the comics it either cuts something in half or explodes. :)
 
I considered that but I find nothing effects to be boring and in the comics it either cuts something in half or explodes. :)

Then take away nothing happening and roll one unblockable, still has the potential to do something, but not always.

Edit: Also I know nothing about this thing, so take my suggestions with a grain of salt.
 
It is only a 10% chance of nothing happening but yeah, that would be the first thing I dropped. Thanks for the feedback!
 
Hey, just got home and this is kinda what I was thinking about earlier.

STUB GUN EQUIPMENT GLYPH
After moving and instead of attacking you may choose a figure within 6 clear sight spaces of this figure and roll a 20-sided die, subtracting one from the result for each red Heat Marker on this card. If the result is:
2 or less: This figure receives 5 wounds and all adjacent figures receive 2 wounds, remove this glyph from the game.
3-5: roll 1 unblockable attack die against this figure for each Heat Marker on this card and the chosen figure receives 1 wound.
6-9: The chosen figure receives 1 wound.
10-13: The chosen figure receives 2 wounds.
14-17: The chosen figure receives 3 wounds.
18 or more: The chosen figure receives 4 wounds and if the figure is a destructible object, destroy it.

After using this glyph place one red Heat Marker on this card.

Edit: Could leave the first one at 1 and the 2nd at 2-5 as well
 
Oh, I like tying the damage to the Heat Markers. Nice!
Just need to create Tek Judges so they can get these bad boys out to the Street Judges. :)
 
Why does the Runner have an attack number of 1 if he can’t attack?
 
Solid answer. :up: So is 1 reflective of how hard he would hit if he could?
 
I guess. I probably did the stats long before I decided to give him the no attacking power.
What would he be on the Calculator with a 0 Attack?
 
Calculator doesn't handle zeroes well. An attack of 1 is worth -5 points on the calculator, though. But since his attack number isn't relevant unless he's negated, not sure his range or his attack matter a ton for his calculation.
 
Right on. What would you guess?
I could see bumping up his Defense or Life by 1 if need be to make him worth something.
Would be cool to have a 10 point filler.
 
Really hard to guess. Seems worth slightly more than that just because he's fast and at 2 life/5 defense has a chance to tie someone up for a while. Also figure displacement is valuable and he can move pretty passively with the civvies. I could see around 40ish points?
 
Eldsters!

ELDSTER NINJA MUD-WRESTLING VIGILANTES

Human
Unique Squad(4)
Citizens
Protective
Medium 4

Life: 1

Move: 4
Range: 1
Attack: 1
Defense: 1

Points ???

BUCKETS OF MUD
Before attacking, choose a figure adjacent to two or more Eldster Ninja Mud-Wrestling Vigilantes and roll a 20-sided die. If the result is 9 or higher, the chosen figure rolls 1 less defense die and may not move this player turn. Figures with the Flying or Super Strength special power are not affected by Buckets of Mud.

ELDMOBILE
These figures do not start on the battlefield. At the start of any round you may place these figures on any empty spaces. Figures placed with this special power must be placed adjacent to two Eldster Ninja Mud-Wrestling Vigilantes and must be placed within four clear sight spaces of an engaged friendly figure.


If drafted with Civilians, they would also benefit from this power.

CROWD MOVEMENT

After revealing an Order Marker on this card and instead of moving normally, you may move up to 8 Citizens you control. Instead of attacking normally, you may attack with any 4 Civilians you control, even Civilians that did not move this turn.


Could add Face in the Crowd here to give them full Civilian powers.



BIO-
Spoiler Alert!
 
I think they need to have a clause that allows the first 2 Eldsters to be placed, because technically the condition to place them can’t be met until 2 of them are already placed.
 
Yeah, was thinking the same thing.
Any other thoughts on the design? Should they have full Civilian powers?
Or should they not be Citizens at all?
 
Thinking maybe this.
2000ad-1858.jpg

NAME = GOREHEAD

SPECIES = DINOSAUR
UNIQUENESS = UNIQUE
CLASS = DEVOURER
PERSONALITY = VENGEFUL

SIZE/HEIGHT = HUGE 12

LIFE = 9

MOVE = 6
RANGE = 1
ATTACK = 6
DEFENSE = 3

POINTS = ???


HUMAN HATRED
You may add 1 to Gorehead's Move and Attack numbers if he ends his movement adjacent to an enemy Human figure.

PREHISTORIC DISPLACEMENT
If all your order markers are on the cards of Dinosaur figures you control, once per round, after revealing an order marker and taking a turn with a Dinosaur you control, you may place that revealed order marker on this card as unrevealed. Order markers cannot be placed or removed from this card by any other special power on any card.

TEMPORAL DEFENSE
Once per round, if Gorehead or any friendly figure within 3 spaces of Gorehead is attacked by an opponent's figure that does not have the Temporal Defense special power, and at least 1 skull is rolled, you may reveal and remove any numbered Order Marker on this card. After removing the numbered Order Marker, the opponent's turn immediately ends and the attacked figure receives no wounds.

Flesh%2BEp%2B6%2Bcover%2B-%2Bcolour%2Bcrop.jpg


Bio: Gorehead is a character from the 2000ad strip Flesh, which features the ethically dubious activities of the Trans-Time Corporation. He was a tyrannosaur who helped other tyrannosaurs assault Trans-Time Base 3, an outpost in the Cretaceous era using time travel technology to transport dinosaur flesh to the 23rd century. Gorehead was hiding inside the body of a dead alamosaur when the base's time reactor exploded. The explosion imprinted the blood of the alamosaur on the tyrannosaur's head, hence his name. It also gave him the ability to travel in time. Gorehead went on to attack a Trans-Time employee called Boots McGurk, who branded his head three times with the symbol of Trans-Time Base 6. This left Gorehead with the number 666 seared on his forehead, convincing the Christian extremist Pastor Sunday that Gorehead was the beast of the apocalypse featured in the Bible's Book of Revelation.

1fAodib.jpg
 
Based on the placement of the lines, those are clearly three upside-down 9s!

Getting a free OM for TD is pretty strong - the "all OMs on Dinos" restriction might help, but I've seen some Dino armies do pretty well already.
 
Prehistoric Displacement is a cool power! But, yeah, definitely valuable since dinos are near the top of the meta now. :p
 
For sure. That is easily dropped if it is too strong.
In England they put the line on top maybe?
 
I mean, I think it's the thing that makes the card most interesting. :shrug: Just has to be priced appropriately and it should be cool to include, IMO.
 
Yeah, would rather see it on there and tweak the other stuff as needed to keep it reasonable.
He will not have any kind of bonding but passive movement and defense will be valuable to the faction.
 
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