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Cryptic Alliance

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    W5 - Mallekim - Final

    Lord Kai
    Lord Kai


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    Post  Lord Kai Sat Jul 05, 2014 3:11 pm

    Brainstorming for this figure I picked up.  When I looked at the figure closer I saw how the "chains" are binding his feet together and I thought of a controlled/conjured Djinn or Demon spirit.  This put me in the direction of a Wizard that summoned and controlled him, and if I was going with Djinn - then he'd be an Air Elemental.

    Here's a little odd, and not sure if he is balanced, so feedback would be appreciated.


    HEROSCAPE CUSTOM STATS
    Unit Name: MALLEKIM
    General: UTGAR
    Species: Djinn
    Type: Unique Hero
    Class: Elemental
    Personality: Tormented
    Size: MEDIUM 6
    Points: 100
    Stats
    Life: 3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6

    Special Powers
    CONJURED CONTROLLER
    At the start of the game, any Arachnomancer, Archmage, Battle Mage, Sorcerer, Warwitch, and Wizard gain the additional class - Magician.  Instead of taking a turn with a Magician you control, you may take a turn with Mallekim.  At the start of each round, if you do not control a Magician, Mallekim receives one wound.

    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die.  If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 clear sight spaces of the chosen space.  Place the chosen figure adjacent to that space.  Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    STEALTH FLYING
    When counting spaces for Mallekim's movement, ignore elevations.  Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.  If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.

    W5 - Mallekim - Final 1047708


    Last edited by Lord Kai on Thu Jul 02, 2020 1:45 pm; edited 4 times in total
    Derek S
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    Post  Derek S Tue Jul 08, 2014 10:56 am

    Cool looking figure. Does it cost much? Do we want to consider it with the Djinni figure Damon has? Nice start on the powers, will consider them more later.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Tue Jul 08, 2014 8:07 pm


    The individual figure is about $5. I gave one to Nomad this weekend. I wasn't sure about going with Djinn so I can I can change the Species.

    The Vortex Orb needs a little work, but I think it is a good start.
    Derek S
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    Post  Derek S Tue Jul 08, 2014 10:21 pm

    What's the figures line and such for when I order him?
    Lord Kai
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    Post  Lord Kai Wed Jul 09, 2014 2:01 am

    Nomad
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    Post  Nomad Mon Jul 14, 2014 7:32 pm

    MALLEKIM The name denotes evil or badness - is this a Djinni that is bad that is bound and could be used by anyone. Then I'm OK with the name. If it is an indifferent Djinni, than maybe a different name. Just thinking.

    Figure: Heroclix, DOTA 2 Dire Starter Set, Lich #105

    General: Utgar I would vote for Valkrill here - kind of fits the chaotic personality of Valkrill. Djinn can cause good, bad, neutral. Just thinking.
    Planet: ??

    Species: Djinn
    Unique Hero
    Class: Elemental (Elemental is a species type in heroscape. To avoid confusion, might I suggest "Djinni" (which is the singular of "Djinn)", "Substratum", "Substratal", "Innate", "Construct" (which is the same as the elementals in heroscape, but I'm not sure it fits), OR, my personal favorites given the sculpt and the background . . . "Bound", "Slave", "Thrall" (edit - not Thrall, issues with taking turns with previous C3V Thralls), "Sycophant", or "Minion". My leaning would be for one of the last two listed.
    Personality: Tormented
    Medium 6
    Life:3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6
    100 points

    CONJURED CONTROLLER
    At the start of the game, any Arachnomancer, Archmage, Battle Mage, Sorcerer, Warwitch, and Wizard gain the additional class - Magician. Instead of taking a turn with a Magician you control, you may take a turn with Mallekim. At the start of each round, if you do not control a Magician, Mallekim receives one wound.

    Here all of those that can control Mallekim - Estivara, Pelloth, Sonlen, Sharwin, Kurrok, Kee-Mo-Shee, Quorik, and the 12 wizards (Ullar's nine and Eravan, Heirloom, and Myrrdin). Questions: Uglinesh gets to take a turn with any two elf wizards, so Mallekim could then take two turns in one OM via Uglinesh? That is a lot of figures to keep track of. Does heroscape ever list more than two species/classes/personalities on a card? Do we want to add Illusionist so that Kyrllin can have a crack at him?

    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 clear sight spaces of the chosen space.  Place the chosen figure adjacent to that space.  Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    The vortex power is very cool! Awesome! Question: Can a space have clear line of sight? I would just say within two spaces from the chosen space - sure, you can drag someone through a wall or tree, it is a Djinni magical vortex by the way.

    STEALTH FLYING
    When counting spaces for Mallekim's movement, ignore elevations. Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.

    No questions on this power, but fitting.
    Lord Kai
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    Post  Lord Kai Mon Jul 14, 2014 8:54 pm

    Nomad wrote:MALLEKIM The name denotes evil or badness - is this a Djinni that is bad that is bound and could be used by anyone. Then I'm OK with the name. If it is an indifferent Djinni, than maybe a different name. Just thinking.

    General: Utgar I would vote for Valkrill here - kind of fits the chaotic personality of Valkrill. Djinn can cause good, bad, neutral. Just thinking.
    Planet: ??

    I would prefer Utgar.  And yes, Mallekim is a chaotic being that has been bound by the magicians of Valhalla.

    Species: Djinn
    Unique Hero
    Class: Elemental (Elemental is a species type in heroscape. To avoid confusion, might I suggest "Djinni" (which is the singular of "Djinn)", "Substratum", "Substratal", "Innate", "Construct" (which is the same as the elementals in heroscape, but I'm not sure it fits), OR, my personal favorites given the sculpt and the background . . . "Bound", "Slave", "Thrall" (edit - not Thrall, issues with taking turns with previous C3V Thralls), "Sycophant", or "Minion". My leaning would be for one of the last two listed.

    Kai:  In D&D, Djinn are classified as Air Elementals, which is why I went with Elemental.  It might not completely cross over to Heroscape so maybe something like Minion is better.


    CONJURED CONTROLLER
    At the start of the game, any Arachnomancer, Archmage, Battle Mage, Sorcerer, Warwitch, and Wizard gain the additional class - Magician. Instead of taking a turn with a Magician you control, you may take a turn with Mallekim. At the start of each round, if you do not control a Magician, Mallekim receives one wound.

    Here all of those that can control Mallekim - Estivara, Pelloth, Sonlen, Sharwin, Kurrok, Kee-Mo-Shee, Quorik, and the 12 wizards (Ullar's nine and Eravan, Heirloom, and Myrrdin). Questions: Uglinesh gets to take a turn with any two elf wizards, so Mallekim could then take two turns in one OM via Uglinesh? That is a lot of figures to keep track of. Does heroscape ever list more than two species/classes/personalities on a card? Do we want to add Illusionist so that Kyrllin can have a crack at him?
    I will change this so that it is an OM instead of just 'take a turn' so that Uglinesh doesn't get a double-turn with Mallekim.  I could certainly add Illusionist in for Kyrllin : )

    Do you think that the list should be trimmed down? Warwitch is easy enough to drop, Archmage would take out Sonlen.


    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 clear sight spaces of the chosen space.  Place the chosen figure adjacent to that space.  Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    The vortex power is very cool! Awesome! Question: Can a space have clear line of sight? I would just say within two spaces from the chosen space - sure, you can drag someone through a wall or tree, it is a Djinni magical vortex by the way.

    Thanks, I wanted to have a power that used the element of air in a new way, so I thought the Vortex would be cool.  It needs play-testing and word-smithing for sure : P
    Nomad
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    Post  Nomad Mon Jul 14, 2014 10:35 pm

    Thanks for answering the questions. Here are my opinions and thoughts:

    OK, sounds like Mallekim is set. Utgar works. Minion sounds good if that works for you, Elemental will not work for a class in heroscape in my opinion since it is a Species.

    Re the Controller power: Yes - I would drop the Warwitch and Archmage for the Conjured Controller power. I would not add Illusionist because Kyrllin is plenty strong. Does heroscape ever list more than two species, classes, or personalities in special powers? I might be OK with breaking the mold here, but I've heard a few times that this is a no-no. I know that more than two specific squads/figures have been listed, but not sure about the question posed.

    Revealing an OM instead of taking a turn would prevent Uglinesh's double turn issue - I like it, and for other reasons (most of which are that the Ullar wizards most often take a turn from Uglinesh . . . this adds to the potential strength of playing the Ullar wizards without Uglinesh).

    Re the Vortex Orb power: As I said, very cool. What do you think of instead of two clear sight spaces, just say within two spaces from the chosen space - sure, you can drag someone through a wall or tree, it is a Djinni magical vortex by the way. We can do some word-smithing up front.

    How about this?

    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    I wouldn't mind bumping it out to 3 spaces of the chosen space. Oh, instant lava death. Maybe 2 is better. But be wary those of you who face Mallekim on Fire Isles.
    Lord Kai
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    Post  Lord Kai Tue Jul 15, 2014 12:23 pm

    Based on Nomad's comments, here's a new draft:

    Unit Name: MALLEKIM
    General: UTGAR
    Species: Djinn
    Type: Unique Hero
    Class: Minion
    Personality: Tormented
    Size: MEDIUM 6
    Points: 100
    Stats
    Life: 3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6

    Special Powers
    CONJURED CONTROLLER
    At the start of the game, any Arachnomancer, Battle Mage, Sorcerer, and Wizard gain the additional class - Magician.  After revealing an order marker on a Magician, instead of taking a turn with that Magician, you may take a turn with Mallekim.  At the start of each round, if you do not control a Magician, Mallekim receives one wound.

    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.


    STEALTH FLYING
    When counting spaces for Mallekim's movement, ignore elevations.  Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.  If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.
    Derek S
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    Post  Derek S Wed Jul 16, 2014 1:30 am

    My 2 cents.

    Unit Name: MALLEKIM  love the name
    General: UTGAR  I am completely at a loss here as to what General fits.  I find it odd that Jandar, Ullar, Aquilla, can control an Utgar figure because of a power on the Utgar figure.  I'll have to consider this some more.  
    Species: Djinn
    Type: Unique Hero
    Class: Minion
    Personality: Tormented  Not so sure why he is tormented, but the bio could explain.
    Size: MEDIUM 6
    Points: 100
    Stats
    Life: 3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6

    Special Powers
    CONJURED CONTROLLER
    At the start of the game, any Arachnomancer, Battle Mage, Sorcerer, and Wizard gain the additional class - Magician.  After revealing an order marker on a Magician, instead of taking a turn with that Magician, you may take a turn with Mallekim.  At the start of each round, if you do not control a Magician, Mallekim receives one wound. If an opponent has a Wizard, can they take a turn with Mallekim?  What happens down the road if the class Magician is used (could be cool)?  The list of Arachnomancer, Battle Mage, Sorcerer, and Wizard seems un-heroscapey (I'd prefer to go with just 2- Battle Mage and Wizard), I think keeping it at 2 would be more official (although I am OK breaking new ground if we all want).  All in all a neat concept.

    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.  Pretty cool, very curious to see how it plays out.

    STEALTH FLYING
    When counting spaces for Mallekim's movement, ignore elevations.  Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.  If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.
    Lord Kai
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    Post  Lord Kai Wed Jul 16, 2014 1:41 am

    General: UTGAR  I am completely at a loss here as to what General fits.  I find it odd that Jandar, Ullar, Aquilla, can control an Utgar figure because of a power on the Utgar figure.  I'll have to consider this some more.  

    Personality: Tormented  Not so sure why he is tormented, but the bio could explain.

    The Bio will reflect that Mallekim is a powerful, but evil spirit, that can be summoned and controlled by Magicians.  The Magician(s) can control Mallekim, who is "bound" to serve his master(s).  The Tormented part of that is that Mallekim is forced into service and summoned against his will.
    Nomad
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    Post  Nomad Wed Jul 16, 2014 11:37 am

    Tormented fits the sculpt well. He has a shackle around his neck and his legs are bound with chains.

    I have one that names more than 2 classes: Skeletons of Annellintia - Duke, Duchess, Lord, and Lady.

    So, I feel OK with Mallekim having more than 2 classes listed as well.
    Derek S
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    Post  Derek S Wed Jul 16, 2014 12:11 pm

    Sounds good. If I have a so called Magician in my army, and Mallekim is in your army, is the intent that I get to take a turn with Mallekim?

    As for Vortex Orb I am imagining a spinning orb on the chosen figure which pulls a figure (2 spaces away) next to the chosen guy. By placing the figure should falling damage apply? Probably so. I can see this being pretty cool in a castle game where you can Vortex Orb you own guys to the top of the wall. Is the intent that Mallekim can Vortex Orb himself? Pretty cool stuff going on in this power.
    Lord Kai
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    Post  Lord Kai Wed Jul 16, 2014 3:33 pm

    Sounds good. If I have a so called Magician in my army, and Mallekim is in your army, is the intent that I get to take a turn with Mallekim?

    I believe that you can only use the Special Powers of units you control, unless an Army Card breaks that rule. Since the text says "you may ... " I think the "you" is the player controlling the Army Card.

    It could be cool to make it ANY player with a Magician .. that could be fun though a bit confusing.


    And using Vortex Orb on your own figures is a nice tactic!! It's only a 50/50 chance for a wound but since you don't have to target a figure, it has some versatility. Of course you need to play with at least one Magician, but that could be Kyntela for 20-points in your start zone.

    Mallekim will certainly be powerful on Lava boards and Castle boards : )
    Lord Kai
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    Post  Lord Kai Thu May 26, 2016 7:52 pm

    I was thinking about this character's Vortex Orb power today .. and that lead to a New idea:

    Unit Name: MALLEKIM
    General: UTGAR
    Species: Djinn
    Type: Unique Hero
    Class: Minion
    Personality: Tormented
    Size: MEDIUM 6
    Points: 80
    Stats
    Life: 3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6

    Special Powers
    CONJURED CONTROLLER
    After any player reveals an Order Marker on a Battle Mage, Sorcerer, or Wizard they control within 8 spaces of Mallekim, before taking a turn with that figure, they may roll the 20-sided die.  If you control that figure add 8 to the result.  If they roll a 16 or higher, take temporary control of Mallekim and immediately take a turn with him.  At the end of that turn, control of Mallekim returns to his original owner.  All order markers that were on this Army Card will stay on this Army Card.

    VORTEX ORB
    Instead of attacking, choose a space within 5 clear sight spaces of Mallekim and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    STEALTH FLYING
    When counting spaces for Mallekim's movement, ignore elevations.  Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.  If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.
    Nomad
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    Post  Nomad Fri May 27, 2016 9:04 pm

    battle mage: Sharwin Wildborn
    sorcerer: Kurrok the Elementalist
    wizard: Acolarh, Arkmer, Chardris, Emirroon, Eravon Sunshadow, Haduc, Heirloom, Johrdawn, Kyntela Gwyn, Morsbane, Myrddin, Uglinesh.

    If I am building an army, I would want Mallekim in an elf hero build, without a doubt. Especially with Uglinesh! I would also change his general to Ullar because I don't see him being included in any Utgar builds.

    I am kinda of leaning towards the "Magician" controlling Mallekim at this point . . . or something different.
    Lord Kai
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    Post  Lord Kai Fri Jan 13, 2017 3:18 am

    Thanks for listing out those characters and their Generals.  I am adding Arachnomancer and Warwitch to the Conjuring classes, but removing Sorceror (Kurrok really).  That helps Utgar out : )

    Lord Kai wrote:I was thinking about this character's Vortex Orb power today .. and that lead to a New idea:

    Unit Name: MALLEKIM
    General: UTGAR
    Species: Djinn
    Type: Unique Hero
    Class: Minion
    Personality: Tormented
    Size: MEDIUM 6
    Points: 90
    Stats
    Life: 3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6

    Special Powers
    CONJURED CONTROLLER
    After any player reveals an Order Marker on an Arachnomancer, Battle Mage, Sorcerer, Warwitch, or Wizard they control within 8 spaces of Mallekim, before taking a turn with that figure, they may roll the 20-sided die.  If you control that figure add 8 to the result.  If they roll a 16 or higher, take temporary control of Mallekim and immediately take a turn with him.  At the end of that turn, control of Mallekim returns to his original owner.  All order markers that were on this Army Card will stay on this Army Card.

    VORTEX ORB
    Instead of attacking, choose a space within 5 spaces of Mallekim that is no more than 10 levels above or below Mallekim's height and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    STEALTH FLYING
    When counting spaces for Mallekim's movement, ignore elevations.  Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.  If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.


    Might need some wording help.
    Lord Kai
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    Post  Lord Kai Tue Jan 17, 2017 9:42 pm

    Army Builds:
    UTGAR 'Controller' -
    Mallekim ... 90
    Estivara ... 180
    Wyvern x 2 ... 380
    Spiders x3 ... 500

    MARRO 'Controller' -
    Mallekim ... 90
    Kee-Moo-Shi ... 220
    Marro Dividers x4 ... 420
    Marro Warriors ... 470
    Marcu ... 490
    Isamu ... 500

    ULLAR 'Controller' -
    Mallekim ... 90
    Sonlen ... 250
    Emirroon ... 330
    Kyntela ... 350
    Warriors of Ashra x3 ... 500

    JANDAR 'Controller' -
    Mallekim ... 90
    Everan Sunshadow ... 170
    Omnicron Snipers x3 ... 470
    Eldgrimm ... 500

    EINAR 'Controller' -
    Mallekim ... 90
    Quorik Warwitch ... 200
    Beakface Sneaks x6 ... 380
    Asterios ... 500
    Derek S
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    Post  Derek S Wed Mar 01, 2017 10:30 pm

    kai wrote:CONJURED CONTROLLER
    After any player reveals an Order Marker on an Arachnomancer, Battle Mage, Sorcerer, Warwitch, or Wizard they control within 8 spaces of Mallekim, before taking a turn with that figure, they may roll the 20-sided die. If you control that figure add 8 to the result. If they roll a 16 or higher, take temporary control of Mallekim and immediately take a turn with him. At the end of that turn, control of Mallekim returns to his original owner. All order markers that were on this Army Card will stay on this Army Card.

    What would you think of adding something like "if the figure controlling Mallekin follows Utgar, add (1 or 2) to the attack.

    Kai wrote:
    VORTEX ORB
    Instead of attacking, choose a space within 5 spaces of Mallekim that is no more than 10 levels above or below Mallekim's height and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    "10 levels above Mallekim's height or done levels below his base"- would be more heroscapey. One thing that makes nervous about other people taking a turn with him is jumping him into lava. Maybe his Vortex orb could protect him for a turn from burning up. Ie, opponent puts him in lava. You reveal an order marker, if he gets off the lava he is okay, if he doesn't you roll for damage. A lot of language here.
    Lord Kai
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    Post  Lord Kai Fri Mar 03, 2017 1:36 am

    Yeah, Mallekim can certainly end up in molten lava : (

    Sort of like Marcu's betrayal but a little lower chance for the 'take control' with the requirement for some sort of wizard/magician on the other side.  I tried to balance out the points for that .. since Vortex can be fairly powerful.

    He really needs some play-testing .. as he is basically just ideas right now.
    Lord Kai
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    Post  Lord Kai Fri Mar 03, 2017 8:00 pm

    Lord Kai wrote:Yeah, Mallekim can certainly end up in molten lava : (

    Sort of like Marcu's betrayal but a little lower chance for the 'take control' with the requirement for some sort of wizard/magician on the other side.  I tried to balance out the points for that .. since Vortex can be fairly powerful.

    He really needs some play-testing .. as he is basically just ideas right now.


    Also - I ordered a copy of this figure for you, Derek : )
    Derek S
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    Post  Derek S Tue Mar 07, 2017 12:37 am

    Thank you Kai.  Very much appreciated, but I already have this figure!


    Last edited by Derek S on Wed Mar 08, 2017 12:53 am; edited 1 time in total
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    Derek S


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    Join date : 2013-05-26

    W5 - Mallekim - Final Empty Re: W5 - Mallekim - Final

    Post  Derek S Wed Mar 08, 2017 12:52 am

    See previous post.
    Nomad
    Nomad


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    Join date : 2013-05-26

    W5 - Mallekim - Final Empty Re: W5 - Mallekim - Final

    Post  Nomad Thu Mar 23, 2017 2:08 am

    Hmm. I am still reading that if Uglinesh reveals an OM, he might be able to take a turn with this figure and then also take a turn with two other wizards. And . . . I am trying to read back over posts the last three years.

    Why not keep it simple? Just thinking . . .

    CONJURED CONTROLLER
    After any player reveals an Order Marker on a Unique Hero within 4 spaces of Mallekim, before taking a turn with that Unique Hero, that player may roll the 20-sided die. If you control Mallekim add 8 to your roll. If that player rolls a 17 or higher, that player may immediately take a turn with Mallekim.

    Or something like that - it needs some help with wording. Mallekim could be in any army build . . . but with potential downfalls, like Marcu Esenwein.
    Lord Kai
    Lord Kai


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    Location : Seattle

    W5 - Mallekim - Final Empty Re: W5 - Mallekim - Final

    Post  Lord Kai Thu Mar 23, 2017 7:11 pm

    Nomad wrote:Hmm. I am still reading that if Uglinesh reveals an OM, he might be able to take a turn with this figure and then also take a turn with two other wizards. And . . . I am trying to read back over posts the last three years.

    Why not keep it simple? Just thinking . . .

    CONJURED CONTROLLER
    After any player reveals an Order Marker on a Unique Hero within 4 spaces of Mallekim, before taking a turn with that Unique Hero, that player may roll the 20-sided die. If you control Mallekim add 8 to your roll. If that player rolls a 17 or higher, that player may immediately take a turn with Mallekim.

    Or something like that - it needs some help with wording. Mallekim could be in any army build . . . but with potential downfalls, like Marcu Esenwein.

    Well the concept was that magician/wizard types could manipulate the spell used to 'summon' him. We certainly don't need the Elf Wizard pod to get any stronger : P but I think he becomes too confusing if just any figure can try to take a turn with him.

    I could always just have the 'theme' (bio) be that he is summoned and not give him any flaws. He definitely needs play-testing - as I'm more curious about Vortex Orb than the Controller part.

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    W5 - Mallekim - Final Empty Re: W5 - Mallekim - Final

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