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Cryptic Alliance

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    Lord Kai
    Lord Kai


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    Post  Lord Kai Thu Jun 27, 2013 4:24 pm

    So this figure is from Heroclix, but I think it looks pretty awesome - and it is not a very well known Superhero.  My thought is to make it a new Unique Hero.  

    W1 Richter - Released TanarusHeroclixresize


    This character is an enemy of Thor, and temporarily replaced him as the "God of Thunder."


    Last edited by Lord Kai on Fri Aug 16, 2013 1:42 pm; edited 4 times in total
    Lord Kai
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    Post  Lord Kai Thu Jun 27, 2013 9:55 pm

    Figures: Heroclix
    Name: Tanarus

    HEROSCAPE CUSTOM STATS

    Unit Name: Tanarus

    General: Einar
    Species: Human
    Type: Unique Hero
    Class: Gladiator
    Personality: Fearless
    Size: Medium 5
    Points: 180
    Stats
    Life:        6
    Move:      5
    Range:    1
    Attack:    5
    Defense:  4

    Special Powers
    LIGHTNING HAMMER SPECIAL ATTACK
    Range: 4    Attack: 4
    Chose a figure to attack.  After attacking if the chosen figure is destroyed, you may attack again with Lightning Hammer Special Attack rolling one less attack die.

    BIONIC LEAP
    If Tanarus begins his turn unengaged, instead of his normal move, Tanarus may use Bionic Leap.  Bionic Leap has a move of 4.  When counting spaces for Bionic Leap ignore elevations.  Tanarus may leap over water without stopping, over figures without becoming engaged, and over obstacles such as ruins.  Tanarus may not leap more than 12 levels up or down in a single move.

    SHOCKWAVE SPECIAL ATTACK
    Range: 1 + special    Attack:  3 or 5
    Choose 4 spaces in a straight line from Tanarus.  All small and medium figures on those spaces that are within line of sight of Tanarus are affected by Shockwave Special Attack.  Roll attack dice once for all affected figures.  Each figure rolls defense dice separately.  If Tanarus moved with Bionic Leap this turn, roll 5 dice instead of 3 for this attack.


    Bio:
    Spoiler:


    Last edited by Lord Kai on Mon Jul 29, 2013 2:13 pm; edited 6 times in total (Reason for editing : changed points from 180 to 150 to be more inline with Major Q10; 07/25 bringing points back up to 180 to be in line with Q-9 and Nilfheim. Personality to Fearless. Keeping Human Gladiator .. which is inline with Nilf bonding with Greenscales.)
    Lord Kai
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    Post  Lord Kai Tue Jul 09, 2013 2:55 am

    This hero is pretty powerful - having two special attacks that can affect multiple figures (either Ranged attack that can bounce between targets or a "llne" based attack like Mimring).

    But he seems fun : )

    Currently valued around the same as Nilfheim, which might be too much. Maybe he is more in the Major Q-10 range (150 points?)


    Thoughts?
    Lord Kai
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    Post  Lord Kai Sat Jul 13, 2013 3:11 pm

    Bio:
    Tanarus is from a dark future in Earth's timeline when mankind was targeted by a race of aliens.  The aliens capture human soldiers and put them through rigorous experiments to test their strengths, weaknesses and adaptability to their technology.  Through these tests, the aliens would learn if the human spirit and body would put up any resistance to their invasion.

    Captain Martin Tanner was a special forces leader for the United Earth Alliance (UEA).  The aliens imprisoned Captain Tanner and forced him to battle for his life against other captive aliens in a series of trials.  While the UEA soldier won his battles, his mortal body was severely injured.  The aliens continually "repaired" him - removed his damaged organs and muscles with bionic upgrades.  The upgrades kept him alive and also made him a more capable fighter.

    Eventually Captain Tanner became "Tanarus the Terrible" and his success at the gladiatorial games of the aliens convinced his captors that Earth was not suitable for colonization.  Unfortunately this meant that Tanarus would need to be destroyed.  The cyborg gladiator had other plans, and staged a rebellion with other alien combatants.  The prison break was successful but Tanarus stayed behind to give his fellow gladiators a chance to escape.  Seizing the Stormhammer of the aliens, Tanarus nearly single handedly destroyed the alien ship.  

    As the alien vessel drifted toward the certain destruction of a nearby star, the Arch-Kyrie of Valhalla rescued the former Captain and brought him to the Battle of All Time.



    Last edited by Lord Kai on Sun Jul 14, 2013 8:17 pm; edited 2 times in total
    Lord Kai
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    Post  Lord Kai Sat Jul 13, 2013 3:14 pm

    I debated Vydar since his is part machine, but his gladiator and soldier ties could have him as Einar.

    Synergies:
    1.  As a Human Gladiator, Tanarus can bond with the Capuan Gladiators.  The idea of him as a Gladiator is more thematic than providing a new bonding option for the Capuans.  But it larger games, it could be pretty awesome for the Gladiator army to have some special attack options.

    2.  As a Valiant Hero, Tanarus can bond with the Templars of Kyllian.  I am okay to change him to something like Fearless or Disciplined if that is too many bonding options.  Also thought about Valiant.


    I debated making him a Soulborg because of his bionic parts, but figured that he is more of a cyborg - so human and machine together.  Since he still has a "soul" I think this works.  If he didn't have 3 powers already I would add something like:  Tanarus counts as both a Human and a Soulborg.

    But I think he's powerful enough already : )

    ==
    Army Ideas:

    Tanarus .. 150 pts
    Warforged Soldiers x3 .. 240pts (to add melee punch & to move figures away from engagement with Tanarus so he can more effectively use his Shockwave power)
    Theracus .. 40 pts
    Zetacron .. 60 pts
    Isamu .. 10 pts
    500 points

    Tanarus .. 150 points
    10th Regiment x3 .. 225 pts
    Kaemon Awa .. 120 pts
    495 points


    Tanarus .. 150 points
    Elathale .. 140 pts  (or remove Elathale & Isamu for Major Q10)
    Kelda .. 80 pts
    Deathreavers x3 .. 120 pts
    Isamu .. 10 pts
    500 points
    Nomad
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    Post  Nomad Sun Jul 14, 2013 12:56 pm

    I'm intrigued by this figure - thanks for the bio, it really helps in understanding the design.

    Another army . . .

    Tanarus, Spartacus, Capuans x2, Isamu = 500 points. Tanarus would get the move, defense, and attack bonus from Spartacus.
    Lord Kai
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    Post  Lord Kai Sun Jul 14, 2013 2:55 pm

    Nomad wrote:

    I'm intrigued by this figure - thanks for the bio, it really helps in understanding the design.


    Another army . . .

    Tanarus, Spartacus, Capuans x2, Isamu = 500 points. Tanarus would get the move, defense, and attack bonus from Spartacus.


    Cool, I have an extra figure for each of us .. so I hope he works out. I haven't playtested yet.
    Lord Kai
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    Post  Lord Kai Sun Jul 14, 2013 8:12 pm


    Rebased and Ready for Play Testing : )

    W1 Richter - Released TanarusrezierebaseCapuan
    Nomad
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    Post  Nomad Tue Jul 16, 2013 12:12 am

    give me a little more time to digest the numbers and do some theory-scaping before we move to playtesting. Would that be OK?
    Lord Kai
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    Post  Lord Kai Tue Jul 16, 2013 12:36 am


    Absolutely.

    You guys were away for a long time - so I threw up way too many ideas. Take the time to digest them. I'll be away this coming weekend - and not thinking about Heroscape (too much).
    Derek S
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    Post  Derek S Tue Jul 16, 2013 7:52 pm

    Finally had a little time to look this guy over. Thanks for the bio. I really like the hammer SA and bionic leap powers. I am not so sure about the shockwave SA, like the power itself but not so sure it is needed. Although I could almost see combining the 2 powers

    Hammer Shockwave S.A. Range 1 + special. Attack 4

    Choose and adjacent space to Tanarus. All small and medium figures on or adjacent to the chosen space are affected by Hammer Shockwave. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If Tanarus moved with Bionic Leap this turn, roll 5 dice instead of 4 for this attack. Tanarus is not affected by Hammer Shockwave

    or you could keep the attack at 3 which would give more reward for risking a Bionic Leap and potential leaving engagement attacks.
    However you go on this guy I think one S.A. would be better than 2.

    I like his life of 6- fits with the bio and his base attack of 5. I like Einar as well.

    I wouldn't mind seeing something different than valiant: Inspired, Rebellious, Vengeful, Fearless...

    Lord Kai
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    Post  Lord Kai Tue Jul 16, 2013 11:00 pm

    My image for Shockwave is that Tanarus arrives on the field, surveys his opponent's position, then leaps down into battle with a Shockwave strike to break their formation.  If he gets surround, by either range or melee, he uses Lightning Hammer to make multiple attacks.


    Derek S wrote:Finally had a little time to look this guy over.  Thanks for the bio.  I really like the hammer SA and bionic leap powers.  I am not so sure about the shockwave SA, like the power itself but not so sure it is needed.  Although I could almost see combining the 2 powers

    Hammer Shockwave S.A.  Range 1 +  special.  Attack 4

    Choose and adjacent space to Tanarus.  All small and medium figures on or adjacent to the chosen space are affected by Hammer Shockwave.  Roll attack dice once for all affected figures.  Each figure rolls defense dice separately.  If Tanarus moved with Bionic Leap this turn, roll 5 dice instead of 4 for this attack.  Tanarus is not affected by Hammer Shockwave

    I like his life of 6- fits with the bio and his base attack of 5.  I like Einar as well.  

    I wouldn't mind seeing something different than valiant:  Inspired, Rebellious, Vengeful, Fearless...


    Having Shockwave affect a 4 hex line and then the lines adjacent would be pretty awesome.  Reminds me of Hyrdro-Man's "Tidal Wave" attack.  Is that what you mean?

    http://c3ggames.com/C3G/released/cards/jpg/C3G_Hydro-Man_mini.jpg


    Derek wrote:or you could keep the attack at 3 which would give more reward for risking a Bionic Leap and potential leaving engagement attacks.

    As currently written, he can't use Bionic Leap if he starts his turn engaged - so he won't be able to risk engagement strikes to boost Shockwave.  I could see him risking a leaving engagement to retreat - fire off some Lightning blasts and then if unengaged next turn, Bionic Leaping down for a Shockwave attack.

    Derek wrote:However you go on this guy I think one S.A. would be better than 2.


    I wanted his initial design to have two Special Attack options - following the Major Q10 model (Machine Gun & Wrist Rocket) so that he could have flexibility to fit in just about any Army.   If there is a Large or Huge hero, he's going to have to wade into battle and slug it out with his big normal attack.

    If he only had one Special he's probably lower points.  I initially thought about him at 180-points but I don't think he's as tough as Q-9 or Nilfheim, so I came down to Q-10 levels.  He might be closer to 160 - 165 but that will depend on play-testing.
    Nomad
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    Post  Nomad Wed Jul 17, 2013 11:14 am

    I'm good with how the numbers and powers are currently written, but we may end up wanting to tweak things after play testing. I have a feeling his points will end up a little higher than 150, but we will see.

    I think this guy will be a blast to play!

    Also, I would prefer changing the name so that it is not tied to a specific character that is part of Marvel lore. This is a big part of classic heroscape - keep things generic or newly created. I know Tanarus is not a major player in Marvel, but I would prefer not to go down the line of including Batman, Iron Man, etc. - let's keep Classic and Superheroes separate. Just my two cents.
    Derek S
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    Post  Derek S Mon Jul 22, 2013 1:19 pm

    I am ok with 2 special attacks, just throwing out some thoughts to see what may stick. I too like the design as it currently stands. Other than I agree with

    Damon wrote:Also, I would prefer changing the name so that it is not tied to a specific character that is part of Marvel lore. This is a big part of classic heroscape - keep things generic or newly created. I know Tanarus is not a major player in Marvel, but I would prefer not to go down the line of including Batman, Iron Man, etc. - let's keep Classic and Superheroes separate. Just my two cents.

    Nomad
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    Post  Nomad Wed Jul 24, 2013 3:44 am

    Thoughts on previous posts?

    I think this guy is ready to play test . . . and will be fun.

    Excellent concept Kai, once again.
    Lord Kai
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    Post  Lord Kai Wed Jul 24, 2013 9:39 am


    Yes, he's ready for play-testing .. .just needs a new Name.
    Lord Kai
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    Post  Lord Kai Thu Jul 25, 2013 1:01 am


    Actually got in a quick play-test tonight ... valuing Tanarus at around 165 points.

    He plays a lot like a combination of Sgt. Drake and Major Q-10. I got really lucky with the Lightning Special attack ... rolling 4 dice, destroying a squaddie, then rolling 3 dice, destroying a squaddie. That happened twice. Probably about the same effect as a double Wrist Rocket from Q-10. I pulled off one 5-attack shockwave to kill two Fusiliers. He took some heavy damage from a 4 skull attack and then got lucky with board placement and Lightning specials. He was pretty versatile ~ and fun to play.

    Lord Kai
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    Post  Lord Kai Thu Jul 25, 2013 4:25 pm

    With a potential Special Attack of 5 dice ~ I think that Tanarus should likely be priced at 180 points.  He's similar to Nilfheim and Zelrig, though he doesn't have full flying - but gets to be Single Spaced.

    At 150 - 165 points, he's likely an A+ figure.

    I'll update the OP, and see if I can figure out a name for him.
    Huskies16
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    Post  Huskies16 Fri Jul 26, 2013 4:29 pm

    Well im thinking 3 defense, that way if you gets paired up with the gladiators he can be like the other gladiators, with 6attk and 4def. but 6 life sounds good if he is going to be 180pts, if 160pts then probably 5 life.
    Derek S
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    Post  Derek S Sun Jul 28, 2013 2:43 pm

    Playtesting suggested maybe 170 points for this character- although he can probably use a few more tests. Also talk of having him bond with the Capuan's, which I am not that big of a fan of, although it could work for me if that is the route you want to go with this guy. Still needs a name- Naratus?
    Nomad
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    Post  Nomad Mon Jul 29, 2013 12:40 pm

    170 points sounds about right to me.

    If we do go with the gladiator bonding option, more play-testing will be required and a bump in points will probably be required.

    Martinus? . . . from Captain Martin in your bio - can change his full name to Captain Tanner Martin.
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    Post  Nomad Tue Aug 13, 2013 12:23 am

    Bump.

    Any new thoughts . . . I can give him a play-test in the next couple of days.
    Lord Kai
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    Post  Lord Kai Tue Aug 13, 2013 12:54 am


    You like playing the Capuans, so maybe you could run a play-test with Tanarus as a "Human Gladiator" to see if he adds a new dimension to the Steamroller. I don't think he's that broken with Gladiator support, but don't have a play-test to back that up.

    Unit Name: Tanarus

    General: Einar
    Species: Human
    Type: Unique Hero
    Class: Gladiator
    Personality: Fearless
    Size: Medium 5
    Points: 180
    Stats
    Life: 6
    Move: 5
    Range: 1
    Attack: 5
    Defense: 4

    Special Powers
    LIGHTNING HAMMER SPECIAL ATTACK
    Range: 4 Attack: 4
    Chose a figure to attack. After attacking if the chosen figure is destroyed, you may attack again with Lightning Hammer Special Attack rolling one less attack die.

    BIONIC LEAP
    If Tanarus begins his turn unengaged, instead of his normal move, Tanarus may use Bionic Leap. Bionic Leap has a move of 4. When counting spaces for Bionic Leap ignore elevations. Tanarus may leap over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Tanarus may not leap more than 12 levels up or down in a single move.

    SHOCKWAVE SPECIAL ATTACK
    Range: 1 + special Attack: 3 or 5
    Choose 4 spaces in a straight line from Tanarus. All small and medium figures on those spaces that are within line of sight of Tanarus are affected by Shockwave Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If Tanarus moved with Bionic Leap this turn, roll 5 dice instead of 3 for this attack.

    Nomad
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    Post  Nomad Tue Aug 13, 2013 1:28 am

    Oh, I am excited . . .

    Bionic Gladiator, Spartacus, Priscus, Isamu = 490

    I could be bumping the Bionic Gladiator's attack by two if Priscus is next to him . . .

    v.

    Tor-Kul-Na, Nagrubs x3, Stingers x3 = 490 (a solid B/B+ team)

    Map is built . . . I'll get at it in the AM.
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    Post  Nomad Tue Aug 13, 2013 2:54 pm

    NAME OF THE TEST UNIT: Bionic Gladiator Hero

    THEME TEST: Are there are any powers or stats on the test unit card that do not accurately reflect the theme or likeness of what the character should be able to do? Also consider whether or not this character's powers should affect destructible objects. Good to go. Powers should affect destructible objects.

    FUN TEST: Was the unit fun to play? The Lightning Hammer was useful. I only got in one bionic leap and didn't really benefit from Spartacus' Inspiration. Didn't use Shockwave either. Could be funner in a different build or with better strategy perhaps.

    FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? Acceptable and not annoying.

    USAGE TEST: Were all of the powers on this card used, or at least usable? All powers are usable, I couldn't get opponent's figures lined up to use Shockwave.

    STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? Tons of strategy in placing the figure and deciding which power to use. Offers placement and strategy considerations for the opponent as well. Very nice.

    BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately? No bonding loops

    SYNERGIES TEST: Think of all the current cards that would have synergy with the unit card. Are there any factors that could break the game by making a unit too powerful or too weak? Getting Gladiator Inspiration was good . . . for one move and a couple of rounds of extra defense. Together with Spartacus, that is a lot of points though. If playing larger point games this army would be awesome!

    POWER CHECK: When considering the test unit against all existing units (including released C3V and SoV units) and all glyphs, are there any powers that could be overamplified and break the game? Each power should define when it takes place, who or what it affects, and what conditions (if any) apply. All good here.

    DRAFTING TEST: Is this unit worth drafting? Yep - more playtests to follow.

    MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game? No

    ARMY TEST 1

    Did the unit perform adequately? What should be the unit's point value? Give a brief summary. [insert pass/fail, point value, and brief summary] Nope . . . only killed 4 stingers, not close to his points. This was probably a function of the player, the army choice, and not the figure.

    Map: Sirocco

    Units:

    Army 1: Spartacus, Bionic Guy, Priscus, Isamu = 490 points

    VS

    Army 2: Tor-Kul-Na, Stingers x3, Nagrubs x3 = 490 points

    Rd 1. Spartacus and Bionic Guy split directions to the hill on either side of the map. Stingers did the same and got in 4 attacks but no damage.

    Rd 2. Bionic Guy used the Hammer to take out two Stingers and Spartacus took out another one. Stingers dealt out 1 wound to Spart and 3 to Bionic Guy.

    Rd 3. Bionic Guy managed to take out only 1 Stinger in three turns with the Hammer and managed to fend off attacks, but Spartacus took a couple of wounds.

    Rd 4. Utgar team finally won initiative and promptly killed Spartacus. Einar team lost #1 OM. Stingers placed 4 wounds on Priscus by shooting down into the start zone. Bionic Guy took 1 wound but killed 2 Stingers with the Hammer, finally clearing his side of the map of Stingers.

    Rd 5. Utgar wins initiative and kills Priscus. #1 OM gone again. Priscus didn't get to play. Tork and the Nagrubs moved up to challenge Bionic Guy.

    Rd 6. Bionic Guy throws a couple of 6 attacks on Tork, but does not damage. Tork takes him out and moves toward Isamu, who gets in a couple of vanishes.

    Rd 7. Stingers back into play. After a couple of vanishes, a dead Nagrub, Isamu finally dies.

    Final thoughts: Not a successful army build or strategy for Gladiators. Bionic Guy was not worth his points in this battle. I'm going to try something different. I really like what he brings to the table. 180 points is a lot and I'm not sure if it is too much at this point, even if he does have the bonding.


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