INFILTRATE
Before initiative is rolled each round, if this figure is not engaged, you may place this figure adjacent to any enemy figure. After placing this figure roll a single combat die. If you roll a skull place a wound marker on this card.
I agree it would make them better, it just would have been my suggestion regardless of the cost.Wouldn't the reliability of placement make them better though?
I dunno, they looked 150ish to me from the test results, and I like the current write up ....![]()
Every time I have tried to get that combo to work BC falls before they have any effect, so I have kind of given up on trying for that combo.More and more I'm finding Ollie only worth his points with Black Canary (where he's worth more) or really good d20 luck anyway, so I wouldn't hold that against the infiltrators.
Wouldn't the reliability of placement make them better though?
I dunno, they looked 150ish to me from the test results, and I like the current write up ....![]()
Huh. That's funny. Just earlier today I was thinking that he's really felt like a steal at 150 for me ... and I haven't really been playing him with Black Canary much lately.
Keep this up and I am just gonna have to get a shirt that says "I'm with Batman".![]()
I guess I need to refine my Ollie skills.![]()
I guess I need to refine myOllie skillsD20 luck.![]()
Just wondering if the specific timing would help alleviate people arguing that technically, the combat die could be rolled before OM's are placed because it's before initiative too. As an opponent, I'd want the die rolled before OM's so I can place my OMs appropriately. If I control the Infiltrators, I'm going to want it after OMs are placed but before initiative.INFILTRATE
After placing Order Markers and before initiative is rolled each round, if this figure is not engaged, you may roll a single combat die. If you roll a blank, place this figure adjacent to any enemy figure.
davidlhsl said:Kryptonian Infiltrator
Whoa, a Kryptonian infiltrated my PM box! Let’s investigate!
Infiltrate
Would this occur before or after Order Markers are placed? My assumption would be after. Pretty sneaky ability!
Double Attack
Standard ability, but pretty effective.
Kryptonian Defense
Gotta love those blanks, and C3G does great things with defense.
Final Thoughts
I’m beginning to see more uses for that Glyph of Green Kryptonite. Infiltrate is really nice.
Kryptonian Soldier
Atten-SHUN! At ease!
Horo-Kanu Nerve Strike
The use of “instead of defending” instead of “instead of rolling defense dice” indicates to me that this would bypass typical defense abilities that trigger when a skull is rolled, such as Spidey-Senses 9. The 5th Precinct Cops could still Protect and Serve.
Kryptonian Defense
Gotta love those blanks, and C3G does great things with defense.
Final Thoughts
I never cease to be amazed at the various ways you create stunning variety in attacking and defending. The Nerve Strike is very creative.
1Mmirg said:Hi, Griff, so sorry for the late response. This week has been brutal. No time to stop and think for a moment.
I can't say a lot on these. You are outside my Superman knowledge here, but I'll add a comment or two on powers, fwiw.
Griffin said:Thanks for your help guys.
KRYPTONIAN INFILTRATOR
KRYPTONIAN
UNCOMMON HERO
SPY
TRICKY
MEDIUM 4
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 150
INFILTRATE
Before initiative is rolled each round, if this figure is not engaged, you may roll a single combat die. If you roll a blank, place this figure adjacent to any enemy figure.
[Love this power. Very smart. Not sure what the theme/actual power is, but this is a very cool mechanic. I assume between superspeed (?) and some kind of disguise/stealth power (?) they simple "get their man"--works for me, knowing as little as I do. Definitely love the mechanic involved, quite sharp!]
DOUBLE ATTACK
When this figure attacks, it may attack one additional time.
KRYPTONIAN DEFENSE
When rolling defense against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.
SUPER STRENGTH
FLYING [Are these stealthy enough to warrant Stealth Flying? Even if they are, is it worth trying to include?]
_______________________________
KRYPTONIAN SOLDIER
KRYPTONIAN
UNCOMMON HERO
SOLDIER
DISCIPLINED
MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 200
HORO-KANU NERVE STRIKE
When this Kryptonian Soldier attacks a squad or hero figure with a normal attack and two or more blanks are rolled, instead of defending, the figure must ignore the attack and receive one automatic wound.
[Hmm. That one is a bit confusing to me. I think I understand it, but it's a bit hard to follow. I wonder if some form of this might work:
HORO-KANU NERVE STRIKE
When this Kryptonian Soldier attacks a squad or hero figure with a normal attack and two or more blanks are rolled, the defending figure does not roll defensive dice and only receives one automatic wound.
FWIW. What you have might be as good as this. This kind of "don't roll defense, auto hit" power is hard to put into Scape terms, imo. So perhaps what you have is good enough. Certainly it's a cool power. I can see the theme to this one, even knowing nothing about these guys!]
KRYPTONIAN DEFENSE
When rolling defense against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.
SUPER STRENGTH
FLYING
Hope something in here is useful. Sorry I didn't respond sooner. What a week. Glad to see so many fun new designs in the work. Always amazing to me that with hundreds of units, there are still cool innovative powers/options out there--you guys never cease to amaze me in coming up with new mechanics for the game.
All best, V![]()
Lord Pyre said:Here ya are!
Quick question. Out of curiosity, where are these guys from? I mean, are they Krypton survivors? Are they allied with Zod? Or do they represent the old Krypton military who are all dead now?
I'm just curious, I don't know my Superman stuff, and I was pretty sure all the Kryptonians (Aside from Superman/girl, and Zod, etc) were dead, so...
[FONT="]C3G STANDARD PLAYTEST FEEDBACK FORM[/FONT][FONT="]
NAME OF THE TEST UNIT Kryptonian Infiltrator
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
Pass Well, they feel more like soldiers with that double attack, since the Infiltration rarely happens, but when it does they’re pretty sneaky.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
??? Who rolls first to see if they can infiltrate? You could infiltrate next to the opponent’s spies to keep them from infiltrating, but it depends who rolls first. I assume a d20 to decide, but it’s not clear, especially before rolling for initiative.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
Pass
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
Pass
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
Pass
- FUN TEST/ Consider whether or not the design was fun to play.
Pass
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Pass
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Pass
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass If you get lucky, you could take out a figure the first turn of the game! [/FONT]
[FONT="][FONT="]_____________________________________________________________[/FONT]
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150
- Give a brief overview. It looked pretty bad for the mutants throughout, especially with Iceman dead on the second turn like that, but it got close near the end. The spies are heavy hitters who are hard to take down, and they outlasted the mutants.
Map: Shards, by Dignan
Units: Kryptonian Infiltrator x2, Punisher, Robin (600) [/FONT]
[FONT="]Vs. [/FONT]
[FONT="]Storm, Banshee, Iceman, Jubilee (590) [/FONT][FONT="]
[/FONT]Spoiler Alert!R1: A spy flies up to height. Iceman and Jubilee start forward. Punisher walks just in range of Iceman with height, and takes him out with his assault rifle. Robin jumps next to him. Storm flies forward, landing on a shadow tile, and Jubilee shoots her fireworks at Robin, Punisher, and a spy, wounding the spy for 1 damage. The Spy flies next to Jubilee, and hits her for 3 wounds. Banshee moves up, and kills the spy and wounds Punisher for 1 with his Sonic Scream. Jubilee grabs the highest space on the board, but misses Punisher and Robin with her attack.Spoiler Alert!
[FONT="]R2: Storm flies next to Punisher and Robin, but her Lightning storm is more like a novelty static ball. Jubilee puts 2 wounds on Robin, 1 on Punisher, and 1 on Storm. The second spy runs up to Storm, who has height, but still manages to put 3 wounds on her. Banshee screams at Punisher, Robin, Storm, and the spy, but only hits Robin for 1. Jubilee shoots Storm with her SA, hoping to hit everyone around her, but nobody takes any wounds. Punisher’s rifle couldn’t take out Storm, but Robin with his attack bonus from Vigilante Sidekick finishes her. Storm loses her turn. Punisher jumps to even ground with Banshee and Jubilee, and shoots at them with his shotgun, wounding Banshee for 1 wound. Robin moves to a shadow space next to Punisher, but misses against the adjacent Jubilee. [/FONT]
[FONT="]R3: The spy hits the infiltrate roll, and grabs height above Banshee. Then she goes first this round, but only deals 1 wound to Banshee. Banshee screams at the spy, Punisher, and Robin, and hits Punisher for a wound. Jubilee risks wounding Banshee by using her fireworks on Robin, trying to hit everyone, and takes out Robin with no other wounds. Punisher’s shotgun takes out Jubilee. Banshee’s scream hits Punisher for a wound. The spy hits Banshee for a wound. Banshee screams and hits the spy for 1 wound. [/FONT]
[FONT="]R4: Banshee screams and hits the spy for a wound, and takes out Punisher. The Spy finishes Banshee.[/FONT][FONT="]
Who won and how many wounds did they have? One Kryptonian Infiltrator (spy) wins with 2 wounds. [/FONT]
[FONT="][FONT="]_____________________________________________________________[/FONT]
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150
- Give a brief overview. They didn’t do a ton of offensive damage here, but the fact that they’re durable helps their cost. They sucked a few turns out of Ronan, so that the other figures could deal the damage. Now that I think about it, the beginning of that previous sentence seems really dirty. Huh.
Map: Shards
Units: Kryptonian Infiltrator x2, Martian Manhunter, Human Torch (Jim Hammond), Green Arrow (Ollie), Angel (990) [/FONT]
[FONT="]Vs.[/FONT]
[FONT="]Captain Marvel (Mar-Vell), Ronan, Kree Scout x6 (1000) [/FONT][FONT="]
[/FONT]Spoiler Alert!R1: Ronan chooses Green Arrow as his Accused. A Spy moves forward. A Scout moves forward, but misses the Spy, and Marvel flies to height and shoots the spy for a wound. Martian Manhunter moves forward, and brings Green Arrow and Angel up, too. The Scout that moved teleports Ronan and another Scout forward. Ronan then flies forward and attacks GA with his Universal Weapon, but misses. GA backs away, ducking around a stalagmite, and fires an exploding arrow at the 2 Scouts, but doesn’t roll any skulls. A Scout grabs the high spot, but misses the Spy. Marvel flies next to the spy, yet on height, and hits her for a wound.Spoiler Alert!
[FONT="]R2: A Scout grabs height on a Spy, but misses. Ronan blows MM next to Marvel, then hits GA with his Universal Weapon for 3 wounds. MM hits Marvel for 2 wounds. He moves up Torch and the second Spy with his Directive. A Scout teleports 2 more next to him, and shoots GA to take him out. Ronan chooses a Spy as his Accused. He blows one spy off of the height, then throws his hammer at the first one, for 1 wound. The second Spy flies back up to Ronan, and pounds him for 4 wounds! A Scout kills the Accused Spy, and Ronan chooses the other spy as his accused, who he happens to be adjacent to. He hits her for 2 wounds. The Torch burns 2 Scouts.[/FONT]
[FONT="]R3: MM hits Marvel for 2 more wounds. He moves the rest of the team into better positions. A Scout misses MM. Marvel hits MM for a wound. Torch misses Ronan. A Scout teleports the last two up, and hits MM for a wound. Marvel hits MM for a wound. MM finishes off Marvel! A Scout misses MM. Ronan misses the Spy with his Weapon. [/FONT]
[FONT="]R4: A Scout misses MM. Ronan takes out the Spy, then chooses MM as his Accused. Torch misses Ronan. Scout misses MM. Ronan hits MM for 2 wounds, and Angel picks up MM and flies him a little ways away. MM shoots Ronan for a wound, leaving him with one left! A Scout shoots Angel for a wound, but he stays put. Ronan runs up next to MM, but he misses. MM takes out Ronan. [/FONT]
[FONT="]R5: A Scout misses Angel. Torch burns 2 more Scouts. The Scout adjacent to MM, even though MM has height, still manages to roll 3 skulls to take him out. Torch kills a Scout. The Scout misses Angel, and Torch finishes him off. [/FONT][FONT="]
Who won and how many wounds did they have? Angel had 1 wound, and Torch had none.[/FONT]
[FONT="]They were pretty cool. A cool spy ability like Black Widow, but with tons of offensive potential. I’m a bit curious why you guys chose a combat die to decide if they could infiltrate or not, instead of the d20. But it’s a minor thing.[/FONT]
Scapemage said:Tons of fun! I'm making a thread now for my art duties, just post there when you need something.
Scapemage said:C3G STANDARD PLAYTEST FEEDBACK FORMScapemage said:NAME OF THE TEST UNIT Kryptonian Infiltrator.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
Pass.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
Pass.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
Pass.
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
Pass.
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
Pass.
- FUN TEST/ Consider whether or not the design was fun to play.
Pass.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Pass.
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Pass.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass.
_____________________________________________________________
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150-170.
- Give a brief overview. That was a ton of fun! The Infiltrators are really something. Infiltrate is extremely nasty, and especially in such a good army revolving around Lex, the Infiltrators can be a real pain! Double Attack gives the multiple chances to deal damage, of which they did plenty.
Map: An icy city, with various DOs scattered about.
Units: Kryptonian Infiltrator x4, Lex Luthor (Biz), Hired Guns, and Bad Cops x3 (995) vs. Bruce Banner, Silver Surfer (C3G), Mister Freeze, Yellowjacket, and Invisible Woman (995).
Spoiler Alert!Invisible Woman positions herself first, and the Hied Guns move. Yellowjacket flies forward, and the Guns manage to wound Yellowjacket once. Silver Surfer moves and blasts a Gun, and Lex advances. He activates Infiltrator D, who moves, and the Guns attack, putting two more wounds on Yellowjacket, who misses his equipment already. Yellowjacket moves and kills a Gun using his special methods, and Lex activated Infiltrator D again, who engages and wounds Invisible Woman twice. The Guns miss Yellowjacket, and Surfer tries to save Invisible Woman, but misses the Infiltrator. Lex grabs the Skrinking Ray Gun, and then activates Infiltrator D, who kills Invisible Woman. The Guns kill Yellowjacket and wound Surfer, who shifts. Lex then shrinks Surfer to end the long turn. Surfer wounds Infiltrator D once with help from an OM, and Lex moves. He allows Infiltrator D to inflict 3 wounds on Surfer, and Round 2 ends. Infiltrator A suddenly appears next to Surfer, and the round begins with a Gun killing Surfer after a few attacks. A turn is netted, and Lex advances with Infiltrator A close by. Mister Freeze engages, but misses, and Lex shrinks Freeze! Freeze is no longer engaged, so he moves a ways and wounds Infiltrator A twice with his special, slowing him down. Infiltrator A wounds Freeze, and he gets shrunk again (Honey, I shrunk the scientists!). Freeze amounts to nothing, and Infiltrator A gets in for another wound. Freeze puts a wound on Infiltrator A, who kills him in return. Infiltrator C says hi to Bruce Banner, who actually wounds Infiltrator C. Lex shrinks him, and he whiffs. Infiltrator C makes the kill to end the violence.Spoiler Alert!
Who won and how many wounds did they have? Team 1: 2/4 Hired Guns, Kryptonion Infiltrator A w/ 3 wounds, B unharmed, C w/ 1 wound, D w/ 1 wound, 6/6 Bad Cops, and Lex Luthor (Biz) unharmed.
_____________________________________________________________
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150-160.
- Give a brief overview. These guys definitely earn their points worth. They are a great solo army, as Infiltrate works wonders to mess up any plans your opponent might have. Double Attack keeps their offense high, and Kryptonian Defense helps them stay alive long enough to nab 150+ points from the opposition.
Map: An icy city, with various DOs scattered about.
Units: Kryptonian Infiltrator x6 (900) vs. Wonder Woman, Amazon Warriors x2, Wonder Girl (Donna), Kid Flash (Wally), Aqualad (Garth), and Speedy (Roy) (900).
Spoiler Alert!To be clear, Infiltrators A, B, C, D, E, and F are all different figures. Infiltrator D teleports over to the opposition and Speedy takes a leaving engagement attack, but it wasn’t worth it. Aqualad misses, and Infiltrator A kills Aqualad rather quickly. Speedy misses, and the Infiltrator deals Wonder Girl 3 wounds. Wonder Girl rolls poorly, and the round ends. All of the Amazon Warriors work together and wound the Infiltrator, who kills Wonder Girl. Kid Flash and Speedy miss, and Kid takes two. Wonder Woman Lassoes and finally kills the Infiltrator (that’d be D for the record), and the round ends. Infiltrator A wants to play, and he beats Speedy to death in one attack. Some Amazon Warriors move and miss, and the Infiltrator kills Kid. He nets a turn and attack Wonder Woman twice, totaling no success. Wonder Woman lays on three wounds, and the Warriors make the kill in the beginning of the next round. Wonder Woman advances from her start zone finally, and Infiltrator B moves out. Wonder Woman Lassoes him and kills him straight up, ending the round there. Wonder Woman moves and wounds Infiltrator C, who wounds Wonder Woman in return. Wonder Woman adds two wounds to her opponent, who deals another one back. In the next round, Infiltrator E engages Wonder Woman, freeing up C, who Wonder Woman then kills. E wounds Wonder Woman, and she fails to do anything. Infiltrator F joins the party and deals a wound, and the round ends. Wonder Woman one-shots Infiltrator F, allowing some Amazons to move further, and E misses. Wonder Woman misses, as does Infiltrator E, and some Amazons move to end the round. Wonder Woman deals a wound, then gets killed. The Infiltrator kills an Amazon, and the Amazons completely miss him. The Infiltrator kills two, and more move forward. The Infiltrator takes a disengage and kills another, and he finally dies to a 3-skull attack.Spoiler Alert!
Who won and how many wounds did they have? Team 2: 2/6 Amazon Warriors.