• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Public Design Workshop 2.0

The Speedster keyword would get him into those flash family builds as well. So Antagonist works.
 
Hi Everyone!
So I have really enjoyed playing with a lot of the C3G cards, but have never put anything out here before. Hopefully with the provided templates I got close, but I definitely welcome any wording changes or point changes. Here are some ideas I had for trick or special arrows to both fill in points but also make certain Archers a little more versatile.

NAME = Adhesive Arrow
UNIQUENESS = Unique
TYPE = One Shot

POINTS = 5 pts

Adhesive Arrow Trap.
When an Unique Hero within range and in clear sight of this archer begins his movement phase, roll the 20 sided die. On a roll of 11 or higher, place a white adhesive arrow marker on that figure's army card. Any figure with a white adhesive arrow marker on their card subtracts 2 from their Move number and may not use the flying power. After that figures move phase, they may remove the white adhesive arrow marker.

PUBLISHER:
REQUIREMENTS: At least one figure in your army has the Archer keyword.
KEYWORDS: Archer

NAME = Explosive Arrow
UNIQUENESS = Common
TYPE = One Shot

POINTS = 5 pts

Exploding Arrow Special Attack
Range Special. Attack 3.
Target any space within 3 spaces less of this figure's printed range and within clear sight. Any figures on or adjacent to the targetted space are affected by the Exploding Arrow Special Attack. Roll 3 attack dice once for all affected figures and destructible objects. Each figure rolls defense dice separately.

PUBLISHER:
REQUIREMENTS: At least one figure in your army has the Archer keyword.
KEYWORDS: Archer

NAME = Flashbang Arrow
UNIQUENESS = Common
TYPE = One Shot

POINTS = 5 pts

Flashbang Arrow Distraction.
During Transition phase, choose an Unique Hero within range and in clear sight and roll one combat die. On a roll of a shield, place a yellow flashbang arrow marker on that figure's army card. Any figure with a yellow flashbang arrow marker on their card rolls 2 less defense die. At the end of this player turn remove all yellow flashbang markers from opponent's army cards.

PUBLISHER:
REQUIREMENTS: At least one figure in your army has the Archer keyword.
KEYWORDS: Archer

NAME = Grappling Arrow
UNIQUENESS = Unique
TYPE = Equipment

POINTS = 25 pts

Grappling Arrow
Instead of this figure's normal move, it may move up to 3 spaces with Grappling Arrow. When moving with Grappling Arrow, this figure has the Flying special power, but may not move up or down more than 30 levels in a single grapple, and will not take any leaving engagement attacks

PUBLISHER:
REQUIREMENTS: Must be equipped during setup to one figure in your army that has the Archer keyword.
KEYWORDS: Archer
 
Last edited by a moderator:
Adhesive Arrow seems about right for 5 points. It's unclear whether it generates multiple makers or just the one, though. I think we'd want it to be a one-off. Same with the Flashbang. That's one that if it's generating multiples, it's going to be worth way more than 5 points, IMO.

I'd probably make the Explosive Arrow just use the archer's range straight up (the way it reads now they basically get +3 to their range and not sure why they'd be able to shoot an explosive arrow so much futher than a regular one). I'd also probably go 4 on its attack, as 3 is pretty low, even for 5 points, IMO.

I'd probably do more like 15 for the Grappling Arrow. Also, if you're using the One Shot template, it needs to be a One Shot. If you want it to be an Item, and it seems you probably do, that's a different template. The problem then becomes how to get it into the game?

Concepts of all the arrows are pretty cool and make sense to me. Some 2.0 wording translation is needed, but that's OK. A lot of the differences are pretty subtle and we can help with that.
 
Some good stuff there. I think Grappling is 5 at best as a One Shot. Then you could take multiple.
Looks like a solid direction.
 
Pretty cool! I agree with the other feedback so far. It is an interesting idea to tie the Arrow one shots to the Archer’s printed range value, I like that.
 
Sticking a flier to the ground would be fun. Thinking Archangel in particular wouldn't like it.
 
Sorry for the grappling arrow, where is the item (or equipment glyph if still called that) template located?

I don't mind the idea of just making that another 5 cost option that you could buy multiple of. I envisioned a recoiling one that is permanent when I wrote it up, but they could certainly be ones inn which you just get to where you are going and detatch, leaving it behind (aka one time use). I am not oppose to either option. In fact if there is not an easy option to add equipment to heroes during the drafting army part of the game, common one shot arrow just seems easier / cleaner.

For adhesive and flashbang, I was not sure if either were too restrictive since they negatively impact opponents to be common or should they be unique so your archer is not loaded with 3 each of these? I prefer common but made one each to get thoughts from the experts.

Both were intended to impact the chosen figure with one marker only.

For explosive arrow I went back and forth on 3 vs 4 attack dice. If 4 keeps cost at 5pts I love it, but would never pay 10 to get it to 4 dice. The idea was to shorten the archers range when using this arrow, but again I now think it is just cleaner to keep it as the Archer's printed range like the others.
 
Not entirely sure why we do not have items with a cost.
I suppose a One-Shot could give you an item?
 
I thought the plan was to do draftable trick arrow akin to draftable spells. Instead of needing Magical Affinity to cast the spell, you must have the Archer keyword in order to use the trick arrow.

Also, I kind of like the idea of the explosive arrow reducing the base range.
 
I think the question is how to interpret a one shot that stays in use (i.e. multiple grapples) since one shots are designed to be used and then removed.
 
Tornado's idea of having a One-Shot that gives you an item makes the most sense to me.

NAME = GRAPPLE ARROWS
UNIQUENESS = COMMON ONE SHOT
TYPE = ARROW

POINTS =


GRAPPLE ARROWS
During setup, remove this One Shot from the game to equip this figure with a Grapple Arrow item.

PUBLISHER:
REQUIREMENTS: Archer
KEYWORDS:

But personally, I kinda like Arrow one shots all being single use.
 
One option could just be making them single-use then letting specific designs enable reuses. That'd be pretty close to how we handle Spells.
 
One option could just be making them single-use then letting specific designs enable reuses. That'd be pretty close to how we handle Spells.

I like that. Ideally we could avoid the baggage of having to bring in two separate cards to use it.
 
Was thinking something along that line.
Not sure if the grapple arrow is more of a Green Arrow thing but could give a bonus like Batarangs but in this case GA does not discard Grapple Arrow after use.

Multi-Shot
 
Hmm, maybe could just be a one shot like the rest but with a line on it to not discard it after use? Like just have that on the card itself since any archer should be able to do that, probably.
 
Hmm, maybe could just be a one shot like the rest but with a line on it to not discard it after use? Like just have that on the card itself since any archer should be able to do that, probably.

If we added a line like this, is there something else needed to indicate only one hero has access to the grappling arrow? For instance if my team includes Green Arrow and Speedy, would they then both be able to use this over and over when drafting only one?
 
Good question. Probably doable. One to mull over. Might be worth getting a few of the more slam dunk ones done first before worrying too much about perfecting the wording here, though.
 
What is the proper procedure for the other three to move forward? Do I post a reply with any wording changes to my original post so that it shows it was changed after some discussion OR do I edit my original post which is in page 6 or 7 of this thread?
 
To lead a C3G public design, you would need to be an Ally and make a formal request to do so and have it approved by the Heroes. I believe you would also need to have earned a certain number of points via playtesting (which is the best way to get involved in the project if you have design ambitions).
 
One-Shots for all of them seem good. Yeah grapple is a bit weird that its not reusable, but also, if the archers are cost well by themselves then they don't like... need a grapple, its just a bonus. Also, could add more effects to it to make it more worth it, like they could grapple away after defending an attack too, etc.
 
8220043-7651056817-cGhST.jpg


NAME = RED HOOD
SECRET IDENTITY = JASON TODD

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = OPERATIVE? AGENT?
PERSONALITY = RUTHLESS?

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = ???


TASK FORCE Z
At the start of the game, you may choose up to four Unique Heroes you control without the Inorganic or Undead keywords. For the rest of the game, those figures have the species of Zombie instead of whatever is written on their card and gain the keyword Undead.

LAZARUS RESIN SUPPLY
Before an ordered activation with Red Hood, you may roll a D20. On a 0-5, inflict a wound on an allied Zombie Unique Hero, then activate that figure. On a 6-11, you may activate an allied Zombie Unique Hero. On a 12-20, you may activate up to two allied Zombie Unique Heroes. After using Lazarus Resin Supply, you may not activate any additional figures.

DUAL ELECTRIFIED CROWBARS
Before Red Hood attacks an adjacent figure with his normal attack, you may choose for that attack to be Electric. If Red Hood inflicts 1+ Electric wounds on an adjacent Unique Hero, you may roll a d20, adding 1 to the roll for each wound inflicted. On a 15+, remove 1 unrevealed Order Marker from the defender's card. You may only remove one unrevealed Order Marker from each card this way once per turn. After attacking with his normal attack, Red Hood may attack one additional time.
 
Last edited by a moderator:
Some notes:

This design is based on the comic Task Force Z, in which Red Hood was charged with leading a sort of zombie-Suicide-Squad composed of reanimated dead villains. The villains were kept reanimated by a substance called Lazarus Resin and this is basically how they were keeping them in line: keep doing missions for us, you keep getting Resin and staying... alive-ish. The 0-5 roll on Lazarus Resin Supply is meant to represent someone going out of line and being denied Resin, thus taking a wound to motivate them into compliance again.

With the Electrified Crowbars, I'd prefer to just make it an effect that works on his normal attacks rather than a special since they are his equipment during this run- however, I don't know if you can apply damage types like Electric to normal attacks. If that's allowable, I'd prefer that implementation.

There are probably ways of cleaning up the language on this but I hope the idea is getting across.
 
Re-did the Dual Electrified Crowbars based on Black Widow's Electric Stun Baton (thanks Shiftrex for pointing that one out to me)
 
Back
Top