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The Book of Magneto

IAmBatman

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The Book of Magneto

C3G MARVEL WAVE 1
RISE OF THE MUTANTS

C3G_Magneto_comic.png



C3G_Magneto_mini.png



The figure used for this unit is a Heroclix figure from the Infinity Challenge set.
Its model number and name are #127-129 / Magneto.
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Character Bio - "Magneto was born Max Eisenhardt sometime in the late 1920s to a middle class German Jewish family whose father, Jakob Eisenhardt was a highly decorated World War I veteran. Surviving discrimination and hardship during the Nazi rise to power, Kristallnacht, and the passing of the Nuremberg Laws, in 1939 Max and his family fled to Poland where they were captured during the German invasion of Poland and sent to the Warsaw Ghetto. Max and his family escape the Ghetto, only to be betrayed and captured again. His mother, father, and sister were executed and buried in a mass grave, but Max survived possibly due to the manifestation of his powers. Escaping from the mass grave, he is ultimately captured yet again and sent to Auschwitz, where he eventually becomes a Sonderkommando. While at Auschwitz, Eisenhardt reunites with a Roma girl named Magda, with whom he had fallen in love when he was younger, and with whom he escapes the prison camp during the October 7th 1944 revolt. Following the war, he and Magda move to the Ukrainian city of Vinnytsia, and adopts the name "Magnus". Magda and Magnus have a daughter named Anya, and live uneventfully until one night when an angry mob burned their home down with Anya still inside. Enraged at the mob preventing him from rescuing Anya, the young Magneto's powers manifest uncontrollably, killing the mob and destroying a part of the city. Magda, terrified at Magneto's power, leaves him and later dies giving birth to the mutant twins Quicksilver and the Scarlet Witch. Wanted by the authorities for the deaths and destruction in Vinnytsia, while searching for Magda, Magnus paid a Romanian forger George Odekirk, to create the cover identity of "Erik Lehnsherr the Sinte gypsy" for him."

"'Erik', relocated to Israel, where he met and befriended Charles Xavier while working at a psychiatric hospital near Haifa. There, lengthy debates are held by the two regarding the consequences humanity faces with the rise of mutants, though neither reveals to the other that they both in fact possessed mutant powers. However, they are forced to reveal their inherent abilities to one another, while facing Baron Von Strucker and HYDRA." Following the battle, Erik (now dressed as Magneto) realizes that his and Xavier's views are incompatible. He leaves with a cache of hidden Nazi gold, which provides him with the financing to launch his goals. (Wikipedia, 2010).
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:
Outgoing Synergy:
  • N/A
Immunities, Benefits, and Weaknesses:
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-Strategy, Tactics and Tips-
  • While he has no direct synergy, Magneto's Magnetic Throw can help activate many Brotherhood members' abilities dependent on adjacency, such as Mystique's Engagement Strike 13 and Blob's Stuck.
-Heroscapers Community Contributions-
 
Last edited by a moderator:
Re: Magneto C3G X-Men Master Set

NAME = MAGNETO
SECRET IDENTITY = ERIK LEHNSHERR

SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = REVOLUTIONARY
PERSONALITY = DETERMINED

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 7
ATTACK = 5
DEFENSE = 5

POINTS = 310

MAGNETIC SHIELD

Start the game with a Magnetic Shield Marker on this card. After revealing an Order Marker on this card, you may place or remove the Magnetic Shield Marker. While the Magnetic Shield Marker is on Magneto's card, when rolling defense dice, you may add 1 automatic shield to whatever is rolled. Magneto may not use Magnetic Throw while the Magnetic Shield Marker is on this card.

MAGNETIC THROW
After moving and instead of attacking, you may choose one small or medium figure within 4 clear sight spaces of Magneto. Roll the 20-sided die. If you roll 6 or higher, throw the chosen figure by placing it on any empty space within 4 spaces of its original placement. After the figure is placed, you may roll the 20-sided die for throwing damage. If you roll 11 or higher, the thrown figure receives 1 wound. Thrown figures do not take any leaving engagement attacks. When Magneto uses his Magnetic Throw, he may use his Magnetic Throw one additional time.

MENTAL SHIELD
An opponent may never take temporary or permanent control of Magneto.

SUPER STRENGTH

FLYING
 
Re: Magneto C3G X-Men Master Set

I'd like to see Magneto having a throw ability that's not tied to a D20 roll.
 
Re: Magneto C3G X-Men Master Set

Magneto

Mutant
Unique Hero
Ruler
Determined
Medium 5

Life: 4
Move: 5
Range: 7
Attack: 4
Defense: 6

Magnetic Throw Special Attack
Range 5. Attack 6.
When attacking with Magnetic Throw Special Attack, you may move the defending figure one space for each skull rolled. After moving the defending figure, you may roll one unblockable attack against the defending figure and all figures adjacent to the defending figure after the move. Figures do not take leaving engagement attacks when moved in this way.

Magnetic Force Field
If any figure within 3 clear sight spaces of Magneto is targeted for an normal attack by a non-ajacent figure and at least one skull is rolled, you may roll the 20-sided die. If you roll 13 or higher, you may choose any figure in clear sight of Magneto to defend against the attack.

Psychic Protection Helmet
An opponent may never take control of Magneto.

Mutant Leader
Before taking a turn with Magneto, you may take a turn with any Mutant you control.

Magnetic Defense
If Magneto is attacked and at least one skull is rolled, you may roll the 20-sided die. If you roll 14 or higher, Magneto receives no wounds from the attack and you may move the attacking figure 3 spaces. Figures moved in this manner do not receive leaving engagement attacks.

Magnetic Hold
After an opponent reveals an Order Marker on a card whose figure is within 5 clear sight spaces of Magneto, roll the 20-sided die. If you roll an 18 or higher, your opponent's turn immediately ends.

Super Strength Symbol
Flying Symbol

Points:

---------------------------------------------------------------------
I know there's way too much. What do we like or dislike?
 
Re: Magneto C3G X-Men Master Set

I like the Psychic Protection Helmet the best, though I wouldn't mind seeing it called the same thing as the one on Juggernaut's card (need to dig around and update that thread ... oye, too much to do!).
I like the idea of him having a Magnetic defensive power in addition to that and a Magnetic throw power as well. I'd prefer if he has a Throw power he can use in addition to his normal attack. I honestly really like the idea of him having the same throw as Jean Grey, just he doesn't have to roll the D20, because it works automatically. Yeah, that's pretty darn powerful, but I don't anticipate our villains will have the synergies that the X-Men will, so they'll need to be pretty darn powerful as individuals, starting with Magneto.
I really don't like the Mutant Leadership power. It's too much like what Prof. X. allows you to do, and it's too open for abuse if you have both Prof. X. and Magneto in your army.
Also, I'd like teamwork to be the distinction between the X-Men and their villains. I'd like to see the X-Men really work together as a team well, whereas their enemies should feel more like loosely allied individuals.
 
Re: Magneto C3G X-Men Master Set

I like the Psychic Protection Helmet the best, though I wouldn't mind seeing it called the same thing as the one on Juggernaut's card (need to dig around and update that thread ... oye, too much to do!).
I like the idea of him having a Magnetic defensive power in addition to that and a Magnetic throw power as well. I'd prefer if he has a Throw power he can use in addition to his normal attack. I honestly really like the idea of him having the same throw as Jean Grey, just he doesn't have to roll the D20, because it works automatically. Yeah, that's pretty darn powerful, but I don't anticipate our villains will have the synergies that the X-Men will, so they'll need to be pretty darn powerful as individuals, starting with Magneto.
I really don't like the Mutant Leadership power. It's too much like what Prof. X. allows you to do, and it's too open for abuse if you have both Prof. X. and Magneto in your army.
Also, I'd like teamwork to be the distinction between the X-Men and their villains. I'd like to see the X-Men really work together as a team well, whereas their enemies should feel more like loosely allied individuals.
I agree. Ideally the X-Men would cost less, but their synergies would make them formidable against higher costed foes.
 
Re: Magneto C3G X-Men Master Set

And the X-Men really have the synergies already with things like Improved Carry, Mutant Mindlink, and Cyclops' leadership based powers.
 
Re: Magneto C3G X-Men Master Set

I don't know if I'm allowed to do this, but I like the Magnetic Throw and Magnetic Forcefield. I'd also lower the range down to six, and price him around 230.

Sorry if I wasn't supposed to do that. Just let me know and I'll edit it all out.
 
Re: Magneto C3G X-Men Master Set

I don't know if I'm allowed to do this, but I like the Magnetic Throw and Magnetic Forcefield. I'd also lower the range down to six, and price him around 230.

Sorry if I wasn't supposed to do that. Just let me know and I'll edit it all out.


Swamper, everyone is certainly allowed and encouraged to offer suggestions and opinions around here. With that said, Magneto is a pretty bigtime villain and needs to be over 300 points worth of badness IMO.
 
Re: Magneto C3G X-Men Master Set

I really like Magneto from 280-320. And feel free to chime in any time, Swamper. Though we have some people "officially" working on this, it's a community project, and we certainly want community input.
 
Re: Magneto C3G X-Men Master Set

Instead of Determined, what about:

Idealistic
Principled
Iconoclastic

?
 
Re: Magneto C3G X-Men Master Set

How many powers are you aiming to put on this guy?

I like Idealistic since he thought that the people with the super powers were the best.
 
Re: Magneto C3G X-Men Master Set

Yeah, I was going for something like that - he's almost like an anti-human cult leader at times. :)
Three seems to be the typical number that makes superhero cards - and with a guy this powerful, three seems like a good idea. Four is usually a bit much to have on one card.
 
Re: Magneto C3G X-Men Master Set

I think that Magnetic Throw and Magnetic Forcefield are must haves on this guy, since the majority of his power comes from his magnetism. From there, I would add the Mutant Bonding, since he is able to control his mutants so well. He's like a cult leader. If thats too powerful, I'd stick Magenetic Defense on him. If you do that, though, you may need to lower his defense down a notch.
 
Re: Magneto C3G X-Men Master Set

I really like Psychic Protection Helmet as one of his powers - I think that he designed his helmet to keep Telepaths like Xavier out of his head is a pretty important part of the character.
A throwing power and a defensive power seem like great additions as well.
I'm just not that into him as a "leader" honestly.
 
Re: Magneto C3G X-Men Master Set

:shrug:

Hey, all I know about him is what I've seen from glimpses of the movies. I didn't even know that helment did naything, I thought it was just a helment to make him look cool. :p

When you think about, though, there isn't really a threat of him getting Mindshackled. Unless ya'll have made a custom that does Mindshackle easy, I don't think the helment is worth it.
 
Re: Magneto C3G X-Men Master Set

There will definitely be some figures that have some good Mind Exchange power. The official Dr. Doom has it now, but I could see at the very least Mastermind getting the power later.
We might consider increasing the effects of the power ... but I'm not sure if I want him to be immune to something like Psychic Defenses on Prof X's card or not ...
 
Re: Magneto C3G X-Men Master Set

There will definitely be some figures that have some good Mind Exchange power. The official Dr. Doom has it now, but I could see at the very least Mastermind getting the power later.
We might consider increasing the effects of the power ... but I'm not sure if I want him to be immune to something like Psychic Defenses on Prof X's card or not ...

We'll have to see about whether or not to give Mastermind a Mind Exchange type power. He doesn't make people do things, just makes the see, feel, touch or smell things that aren't things that aren't there with illusions. I don't know if that's so much controlling them or controlling the surroundings, such as how others appear (making a friendly figure appear like a villain or a grass hex slow the subject like snow or water, or making them think there's a solid object in their way and forcing them to avoid a certain number of terrain spaces in front of them or whatever).
 
Re: Magneto C3G X-Men Master Set

I thought I'd seen comics where he removed memories, manipulated memories on people, etc., in order to control them. I also know in the 90s X-Men he used his telepathy to manipulate and essentially "control" Phoenix in her Jean Grey form as part of the Hellfire club.
Maybe "TELEPATHIC SUGGESTION" or "MIND CONTROL" would be better than Mind Exchange, but I'd still like to see him with a power that lets him take over an opposing player's card temporarily and I think it's justified by the character's powers.
 
Re: Magneto C3G X-Men Master Set

I thought I'd seen comics where he removed memories, manipulated memories on people, etc., in order to control them. I also know in the 90s X-Men he used his telepathy to manipulate and essentially "control" Phoenix in her Jean Grey form as part of the Hellfire club.
Maybe "TELEPATHIC SUGGESTION" or "MIND CONTROL" would be better than Mind Exchange, but I'd still like to see him with a power that lets him take over an opposing player's card temporarily and I think it's justified by the character's powers.


He messed with Jean's/real Phoenix entity's mind/memories only with the use of a device devised by Emma Frost. It was used to turn Jean/Phoenix against X-Men and get her to become the Hellfire Club's first Black Queen. But it messed up Jean/Phoenix's mind and triggered the big bad Phoenix to come out. Phoenix then messed Mastermind's mind up and made him a drooling idiot by showing him the power of the Cosmos. He later recovered. The Hellfire Club also had means to tap into X-Men's computers or cerebro to find out all kind of weaknesses in each member of the X-Men.
 
Re: Magneto C3G X-Men Master Set

Hmm ... well I definitely would like to see someone with a Mind Controlling power - if not Mastermind, then whom?
 
Re: Magneto C3G X-Men Master Set

Will have to research. I'm about to play Marvel Ultimate Alliance 2 with one of my girls. I rented it for the day and want to check it out in case I want to get it for my girls for Christmas. :D
 
Re: Magneto C3G X-Men Master Set

I think Magneto's Psychic protection helmet is almost a necessity for the card. Technically, it should make Magneto immune to Prof X's defensive power.

Also, Emma Frost and Karma are pretty good choices for a Mind Shackle ability.
 
Re: Magneto C3G X-Men Master Set

Never heard of Karma. That'd be cool if it works for Emma Frost, though. She's one of my favorite X-Men characters.
 
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