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    W2 Mistress Isadora - released

    Lord Kai
    Lord Kai


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    W2 Mistress Isadora - released Empty W2 Mistress Isadora - released

    Post  Lord Kai Sun May 26, 2013 8:03 pm

    Updated 05-10-2014 with latest stats.

    Player's Handbook Heroes Series 2, Female Human Wizard

    Unit Name: Mistress Isadora

    General: Utgar

    Species: Soulborg

    Type: Unique Hero

    Class: Warden

    Personality: Terrifying

    Size: Medium 4

    Points: 110

    Stats

    Life: 3  

    Move: 5

    Range: 6

    Attack: 2

    Defense: 6


    Special Powers
    CYBERNETIC PRISON
    Before attacking, you may choose any small or medium figure within 6 clear sight spaces of Mistress Isadora. Roll the 20-sided die. If the chosen figure is Common add 5 to your roll. If you roll a 1-15, nothing happens. If you roll a 16 or higher place the chosen figure on this Army Card. At the end of each round, roll one attack die for each Unique figure that has been placed on Mistress Isadora's Army Card by Cybernetic Prison. If you roll a skull, that figure receives one wound. If you do not roll a skull, place that Unique figure adjacent to Mistress Isadora, if possible. When Mistress Isadora is destroyed, before removing her from the battlefield, all figures on her card that were placed there from Cybernetic Prison must be placed on any adjacent spaces. If there are no available spaces, destroy the chosen figure(s).

    INTERROGATION
    Before taking a turn with Mistress Isadora you may choose 1 figure on her card for Interrogation. The chosen figure receives 1 wound and you may look at any unrevealed order markers on the chosen figure's army card. If a figure is destroyed by Interrogation, remove them from this Army Card.

    --

    Nomad wrote:

    LATEST CARD - updated 05-10-2014

    W2 Mistress Isadora - released MistressIsadoraNWHC

    W2 Mistress Isadora - released MistressIsadoraBasicNWHC

    First attempt on Isadora's card. Your feedback is welcome.

    --
    Mistress Isadora & the Alpha-Prime Enforcers

    Mistress Isadora

    As the wars on Alpha Prime raged on, the Soulborgs continued to evolve from their simple Robota origins into more efficient machines of war. Seeking more ways to upgrade and improve, the Soulborgs expanded their own science but also forced captive Mariedians to develop other advances. One leap forward in technology was the creation of the massive living computers that were collections of different ‘souls.’ One such living computer, dubbed MSS-I-47 (for Master Series System 47 - Planet Isadora), was the most successful and feared.

    As its primary task, MSS-I-47 was to manage and control captive Mariedians. It created a process for imprisoning, interrogating, and when appropriate, re-educating and re-programming them into useful tools for the new rulers of Alpha Prime.

    Over hundreds of years of torture and cruelty, MSS-I-47 made several advances with its experiments. The Soulborg developed machines to hack into the minds of its captives, carving through their recent memories as well as deepest secrets. The subjects rarely survived the surgically invasive interrogations and so MSS-I-47 explored ways to “digitize” its victims and bring them into both a physical and virtual prison. Once in the cybernetic prison, the subject’s mind could be explored, the necessary information extracted, and then if they somehow survived, their body would be ejected from the system for re-programming or future interrogation if needed.

    MSS-I-47 continued to grow in power and technomantic knowledge. In continuing experiments, it “re-programmed” the Mariedians from human bodied slaves into robotic soldiers. From those experiments rose a new class of Soulborg labeled the Alpha Prime Enforcers. Metal and cyber-machinery wrapped in synthetic flesh to appear humanoid, the Enforcers descended on Mariedian targets revealed during interrogation. The Enforcers wore the face of their former host, and then once their task was complete they were issued a silver mask to join the faceless ranks of MSS-I-47’s hunters and guardians.

    After nearly a thousand year reign of terror, the civil war between the Soulborgs of Alpha Prime erupted on Isadora. The Omnicrons launched a surprise attack, arming Mariedians as a distraction from their primary mission – to steal the technology of MSS-I-47. With its Enforcers barely holding off the Omnicrons, the massive soulborg knew it was only a matter of time before it would fall to the enemy. It had grown to incredible size, nearly that of a building, but its only hope to escape was to inhabit the body of one of its Enforcers. Only a fraction of its power would remain but its main programming would survive. With the assistance of its guardians, MSS-I-47 transferred its Robota soul into a female Enforcer body, and after destroying her back-up data, slipped away from the battle.

    MSS-I-47 found life outside of her massive form surprisingly invigorating. Her guardians now called her Mistress, as she was both their dominator and commander. She retreated to other hidden bases to continue to improve her now mobile form. She developed a portable digitizing weapon to encase her enemies in a cybernetic prison and if they survived they could be transferred to storage devices or prison cells later. The confines of the portable cyber-prison are not as strong, so there was a chance that a willful captive will escape, but Mistress Isadora’s Enforcers are often nearby to recover the escapee.

    During the various conflicts between the Soulborgs of Alpha Prime, Mistress Isadora worked with several allies including Warden 816. The two fought side by side and the Mistress shared her guardsmen with the Warden’s forces. In exchange Warden 816 provided schematics and designs elements for his Evisceraxe so that the Enforcers’ weapons could be upgraded to their signature Power Axes.

    She also learned how to transfer her programming (“soul”) into other Enforcers, though this required an elaborate procedure. It meant that if her current host was heavily damaged, that her guardians could revive her in a new body if necessary.

    When seeking new soldiers and leaders for the Battle of All Time, Utgar could not resist pulling the Mistress and her Enforcers to Valhalla. She was more than willing to face off against the Omnicrons and Mariedians again, and she had many new species to dominate and experiment on once again.

    ==
    The Book of Mistress Isadora

    NWHC WAVE 2-


    - Rulings and Clarifications -
    _______________________________________



    - Combinations and Synergies -

    Synergy Benefits Offered
    - Alpha Prime Enforcer: Bodyguard Detail

    Being an Unique Hero that is a Warden who follows Utgar, after revealing an order marker on Mistress Isadora, you may take a turn with up to 2 Alpha Prime Enforcers.


    Synergy Benefits Received
    -Jean de Ascalon: When the Bell Tolls

    Having an Unique Army Card with a power that requires a 20-sided die roll, Mistress Isadora may benefit from Jean de Ascalon’s WHEN THE BELL TOLLS 20-sided die roll enhancer.
    - Ornak: Red Flag of Fury Aura
    As a Unique Hero that follows Utgar, Mistress Isadora may benefit from Ornak’s RED FLAG OF FURY activation synergy.
    - ZETTIAN INFANTRY : Utgar Soulborg Bonding
    As a Soulborg hero who follows Utgar, Mistress Isadora may benefit from Zettian Infantry's UTGAR SOULBORG BONDING.
    - ZETTIAN INFANTRY : Circuitry Replacement
    As a Soulborg hero who follows Utgar, Mistress Isadora may benefit from Zettian Infantry's CIRCUITRY REPLACEMENT.
    -Deathcommander Mark 3: Heavy Support Command Beacon
    Being an Unique Soulborg figure that follows Utgar, Mistress Isadora may take a turn with Deathcommander Mark 3’s HEAVY SUPPORT COMMAND BEACON activation bonus.
    -Deathcommander Mark 3: Marked For Destruction
    Being an Soulborg that follows Utgar, Mistress Isadora may utilize Deathcommander Mark 3’s MARKED FOR DESTRUCTION attack die re-roll power.
    -Torin: Evil Eye Protection
    As a Medium figure that follows Utgar, Mistress Isadora may benefit from Torin's Evil Eye Protection defensive ability.


    Synergy Imposed-


    W2 Mistress Isadora - released F_human_warlock


    Last edited by Lord Kai on Thu Apr 16, 2015 3:24 pm; edited 25 times in total
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sun May 26, 2013 8:09 pm


    Unit Name: Alpha-Prime Enforcer


    Moved to its own thread.

    W2 Mistress Isadora - released Lg211


    Last edited by Lord Kai on Thu Dec 26, 2013 4:46 am; edited 1 time in total
    Nomad
    Nomad


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    W2 Mistress Isadora - released Empty Isadora and Enforcer

    Post  Nomad Mon May 27, 2013 1:11 am

    It has been a while - good to see them thrown in the fray.

    I have read the proposed powers and stats a couple of times and need to do some theory-scaping.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Mon May 27, 2013 1:24 am

    Nomad wrote:It has been a while - good to see them thrown in the fray.

    I have read the proposed powers and stats a couple of times and need to do some theory-scaping.

    Cool.

    Yeah I simplified Isadora as there was a lot of d20 rolling going on. But she's basically following the same theme.
    Nomad
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    W2 Mistress Isadora - released Empty Enforcer

    Post  Nomad Mon May 27, 2013 12:52 pm

    Enforcer: DC Heroclix PERSUADER Legacy Rookie #067. Miniature Market is sold out, Strike Zone has 8 for 50-60 cents each.

    Great sculpt and nice concept.

    These are some questions I had last year, and a few more:

    This figure doesn’t look too much like a soulborg. It seems SOV has done a good job of beefing up Utgar's Soulborg faction. Would you consider something else?

    What is the rationale for including a large wild squad in the first power? Do the Deathstalkers and Marrden Hounds need the bonding? The new Deathcommander kind of does that with the stalkers.

    Would you entertain something like this? Instead of bonding with specific figures, allow any unique hero, instead of moving, to move two or three Enforcers 5 spaces (kind of like the Bodyguards from C3G).

    What do you think if these were Common Heroes? Yes - the life would be dropped to one, but maybe we could bump the defense.

    I don't know, but I could see this figure being a great filler to any army build. Just some ideas.
    Derek S
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    W2 Mistress Isadora - released Empty Isadora and Enforcers, Templars and Heroes

    Post  Derek S Mon May 27, 2013 1:02 pm

    I think it would be better to keep different figures Seperated by Topics. I don't want to be making a comment about one character and have it interpreted on a different character. I also think it would be cleaner in following the progress of individual characters. What do you all think? In the 1st post we can state that the Enforcers are intended to go with Isadora, or such.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Mon May 27, 2013 2:49 pm

    Sure I can split them off into two separate threads. I figured that complimentary units released in the same Wave would go together - but I can see how its cleaner to separate.
    Admin
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    Post  Admin Mon Dec 23, 2013 11:14 pm

    Hey Guys,

    We've been talking about Mistress Isadora for some time now. I'm going to try and whip up a revision and playtest for her and the Enforcer over the break here. Hopefully we can get her into Wave 2.

    Lord Kai
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    Post  Lord Kai Mon Dec 23, 2013 11:58 pm

    Latest revision (12/23):


    Unit Name: Mistress Isadora

    General: Utgar

    Species: Soulborg

    Type: Unique Hero

    Class: Warden

    Personality: Terrifying

    Size: Medium 4

    Points: 110

    Stats

    Life: 4

    Move: 5

    Range: 6

    Attack: 2

    Defense: 6



    Special Powers

    MYSTIC PRISON

    Before attacking, you may choose a small or medium figure within 6 clear sight spaces of Mistress Isadora and roll the 20-sided die.  If the chosen figure is common add 5 to your roll.  If you roll a 1-15, nothing happens.  If you roll a 16-20 the chosen figure receives 1 wound and place the figure on this army card.  Instead of taking a turn with a Unique Hero held by Mystic Prison, that opponent must roll the 20-sided die.  On a 16 or higher, that hero receives 1 wound and you must place that figure on an empty space adjacent to Mistress Isadora.  When Mistress Isadora is destroyed you must place all figures on her card that were placed there from Mystic Prison on any empty adjacent spaces.  If there are no available spaces, destroy the chosen figure(s).  


    INTERROGATION
    Choose one figure on Mistress Isadora's army card that has been affected by Mystic Prison.  Before taking a turn with Mistress Isadora you may look at any order markers on that figure's army card.


    Lord Kai
    Lord Kai


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    Post  Lord Kai Thu Dec 26, 2013 4:45 am

    ARMY IDEAS:

    # 1.
    Mistress Isadora ... 110
    Enforcer x 2 ... 200 (at 45 each)
    Deathcommander ... 330
    Zettian Infantry x 3 .. 525
    = 525

    Bonding options with (a) Zettian Infantry ... deciding between Isadora and the Deathcommander or (b) Deathcommander .. if engaged could take a turn with Isadora.

    The Enforcers allows the flexibility to bring up Enforcers or Zettian Infantry with movement bonding.  Not super-efficient, but the Infantry can also take a turn with Enforcers for an additional screen.

    # 2.
    Mistress Isadora ... 110
    Enforcer x 2 ... 200 (at 45 each)
    Zettian Guards ... 270
    Deathcommander ... 400
    Warden 816 ... 490
    Isamu ... 500
    = 500

    # 3.
    Mistress Isadora ... 110
    Zettian Infantry x3 .. 305
    Deathwalker 9000 ... 445
    Enforcer ... 490
    Isamu ... 500
    = 500

    # 4.
    Mistress Isadora ... 110
    Enforcer x 2 ... 200 (at 45 each)
    Zettian Guards ... 270
    Warden 816 ... 360
    Dumetef Guard x3 ... 435
    Chainfighter x3 .. 510
    = 510
    Lord Kai
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    Post  Lord Kai Sat Dec 28, 2013 12:07 am

    I ran three playtests with MISTRESS ISADORA:

    Playtest 1 & 2:

    # 4.
    Mistress Isadora ... 110
    Enforcer x 2 ... 200 (at 45 each)
    Zettian Guards ... 270
    Warden 816 ... 360
    Dumetef Guard x3 ... 435
    Chainfighter x3 .. 510
    = 510

    versus

    Ellen Stone (custom) ... 120
    James Murphy ... 195
    Devlin Skyhawk (custom) ... 280
    Guilty McCreech ... 310
    Sylvarris ... 410
    Ellessar (NW custom) ... 450
    Deadeye Dan ... 510
    = 510


    Game 1 with Isadora was probably the most interesting.  Sylvarris had moved out for Ullar on OM's 1 & 2, and then the Lawmen were starting to form a pod.  The Alpha-Prime Enforcers moved out other Utgar Guards and then on OM3 Isadora moved up.  Isadora moved up and promptly rolled a 16 to lock Sylvarris in the Mystic Prison with her first roll.  I was a little surprised that it worked : )

    Round 2 had Isadora back up a bit to height to hold her prisoner.  All OM's went on Ellen to start the blitz on Isadora to get Sylvarris back.  The battle then centered around the Lawmen taking plenty of shots at the Mistress and the Guards moving up.  It was James Murphy that was sort of the super-star for the Lawmen.  He pulled off two Whip 12's on Isadora and she couldn't use her awesome 6 defense against him.  In two blasts of 3 skulls he had Isadora destroyed and Sylvarris liberated.  

    There were certainly casualties along the way and I'd say that the Chainfighters were particularly powerful in combination.  Being able to take a turn with 2 of them was great - one could pull a Lawmen down and strike a blow, and then another follow it up since they were battled so many high-life heroes.  

    Utgar came through with a win in Game 1.  Isadora helped by capturing Sylvarris early (took 100 points out of the battle with one roll) but then fell quickly.

    In Game 2, Isadora tried the same trick but didn't get the Mystic Prison rolls on her first try.  The game turned suddenly when James Murphy rolled 3 skulls on a ranged Shotgun blast - putting 3 wounds on Isadora, and destroying a Dumetef and a Chainfighter.  The Utgar team was out of position, giving the Lawmen a chance to use their superior range to pick off targets that were advancing.  The Enforcers bonded with the Zettian Guards to try and get shots through on Ellen Stone (since she holds all of the OM's for the Lawmen).

    It was a fun match for sure but even with 2 offensive moves (one Mystic Prison roll and one ranged attack of 2), Isadora didn't quite seem as powerful.


    Playtest 3:
    Mistress Isadora ... 110
    Warden 816 ... 200
    Zettian Infantry (c3v) ... 330
    Enforcer x 2 ... 420 (at 45 each)
    Dumetef Guard x2 ... 470
    Chainfighter x2 .. 520
    = 520


    versus

    Ellen Stone (custom) ... 120
    James Murphy ... 195
    Devlin Skyhawk (custom) ... 280
    Guilty McCreech ... 310
    Warforged Soldiers x2 .. 470
    Ellessar (NW custom) ... 510
    = 510


    For Game 3, I tried to change it up with the addition of the Zettian Infantry to allow for a screen and more attacks per OM for Isadora (or the Warden 816 if he wanted to get into the game).  I only have 2 squads of Zettian Infantry but it seemed a good amount for the play-test.  And it was effective - with the Z. Infantry acting as a screen but also giving a few energy blasts for attacks of 2.  Isadora had an awesome first capture of James Murphy to start Round 2.  With the Zettian Infantry bonding with her she also captured (killed) a Warforged Soldier.  She seemed pretty potent in this battle, and I held her back to keep 'Murphy prisoner.  Utgar's Enforcers & Guards then advanced on the Lawmen and it was a good back-and-forth battle.  Ellen, Devlin, and Guilty were doing the bulk of the work - trying to get to Isadora - and having to go through the Guards.  The Z. Infantry fell quickly but the Enforcers were solid and again the Chainfighers were particular good at breaking apart the Lawmen's pod.

    Isadora broke free as the end-game was approaching, and took a chance at encasing Ellessar in a Mystic Prison. It worked (again) and Isadora now had 'Murphy, Ellessar, and a Warforged captive. That was easily her points in Mystic Prison captures .. provided the rest of the enemy could be dispatched.

    After Ellen was taken down by the pair of Enforcers it was Guilty and Devlin against Isadora (with 2 wounds), Warden 816, two Enforcers and a Dumetef. It took a while for Devlin to fall, but Utgar was the clear victor.

    ==

    Isadora was very powerful in Games 1 and 3 - probably too powerful. If her defense was lowered it would balance her out, or she could be modified to make it easier for Heroes to escape from her Mystic Prison.

    More playtests are needed, and the initial concept of the Alpha-Prime Enforcers backing her up became lost with the Guard Patrol bonding.


    Games were played on Blackroot:

    http://www.heroscapers.com/downloads//blackroot1_RLh.jpg
    Nomad
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    Post  Nomad Mon Dec 30, 2013 12:15 pm

    Thanks for the play test reports. I'm really liking this figure!

    Just to make sure I understand the mechanics, in order to roll the 20-sider to get out of prison, the hero need to flip an order marker from its card or take a turn via bonding?

    As mentioned back in the old e-mail thread for the Mistress, I think the name "Mystic Prison" could be reworked to reflect that Isadora is a Soulborg and not a mystic. My impression is that she is using some fancy high-tech to lock down the hero rather than magic. Perhaps something like "Neural Prison" or "Neurological Prison" or "Cyber Prison" or "Cerebral Prison" . . . not sure, I'm just throwing out ideas. Or, you could think of using the high-tech to enslave the hero in a different dimension, "Dungeon of the Dark Dimension" or "Dimensional Dungeon."
    Lord Kai
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    Post  Lord Kai Mon Dec 30, 2013 4:25 pm

    Nomad wrote:Thanks for the play test reports. I'm really liking this figure!

    Just to make sure I understand the mechanics, in order to roll the 20-sider to get out of prison, the hero need to flip an order marker from its card or take a turn via bonding?


    Correct. However the hero takes a turn - OM or Bonding - they can roll the d20


    As mentioned back in the old e-mail thread for the Mistress, I think the name "Mystic Prison" could be reworked to reflect that Isadora is a Soulborg and not a mystic. My impression is that she is using some fancy high-tech to lock down the hero rather than magic. Perhaps something like "Neural Prison" or "Neurological Prison" or "Cyber Prison" or "Cerebral Prison" . . . not sure, I'm just throwing out ideas. Or, you could think of using the high-tech to enslave the hero in a different dimension, "Dungeon of the Dark Dimension" or "Dimensional Dungeon."

    I do think that a name-change is in order : ) The beginning idea was sort of like the first TRON movie - were the Flynn gets "digitized" and pulled into a virtual world. I'll get the mechanic down and then we can figure out some naming.
    Nomad
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    Post  Nomad Sun Jan 19, 2014 1:18 pm

    I got a couple of play tests in with the Mistress yesterday. I have a few suggestions that I will elaborate on yesterday. The biggest thought we had was to eliminate the wound upon exiting the Prison. The rest was just some wording.

    I found the Mistress to be a fun and highly variable figure. Her threat of imprisonment brought tension to my opponent. She was even successful in capturing Syvaris in one game.
    Lord Kai
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    Post  Lord Kai Wed Jan 22, 2014 1:58 am

    01/21/2014 revision:


    Unit Name: Mistress Isadora

    General: Utgar

    Species: Soulborg

    Type: Unique Hero

    Class: Warden

    Personality: Terrifying

    Size: Medium 4

    Points: 110

    Stats

    Life: 4

    Move: 5

    Range: 6

    Attack: 2

    Defense: 6


    Special Powers
    CYBERNETIC PRISON
    Before attacking, you may choose a small or medium figure within 6 clear sight spaces of Mistress Isadora and roll the 20-sided die. If the chosen figure is common add 5 to your roll. If you roll a 1-14, nothing happens. If you roll a 15-20 place the chosen figure on this army card. At the end of each round, roll one combat die for each Unique Hero that has been placed on Mistress Isadora's Army Card by Cybernetic Prison. If you roll a skull, that Hero takes one wound. If you roll a shield or a blank, place that Unique Hero on an empty space adjacent to Mistress Isadora. When Mistress Isadora is destroyed you must place all figures on her card that were placed there from Cybernetic Prison on any empty adjacent spaces. If there are no available spaces, destroy the chosen figure(s).

    INTERROGATION
    Before moving choose one figure on Mistress Isadora's army card that has been affected by Cybernetic Prison. The chosen figure receives one wound. Before taking a turn with Mistress Isadora you may look at any order markers that are on Army Cards of figures that are affected by Cybernetic Prison.


    Trying new wording on Cybernetic Prison.
    Derek S
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    Post  Derek S Sat Jan 25, 2014 3:27 pm

    INTERROGATION
    Before moving choose one figure on Mistress Isadora's army card that has been affected by Cybernetic Prison. The chosen figure receives one wound. Before taking a turn with Mistress Isadora you may look at any order markers that are on Army Cards of figures that are affected by Cybernetic Prison.

    I was a bit confused about the order of things until I realized moving meant placing
    How about

    INTERROGATION
    Before placing a figure on Mistress Isadora's army card, the figure receives 1 wound. Before taking a turn with Mistress Isadora, you may look at any unrevealed orders on the Army Cards of figures affected by Cybernetic Prison.


    I realized moving meant moving upon the rewrite. So how about

    INTERROGATION
    Before taking a turn with Mistress Isadora you may choose 1 figure on her card to interrogate. The chosen figure receives 1 wound and you may look at any unrevealed order markers on the chosen figures army card.

    What happens if I reveal an order marker on a figure in Cybernetic Prison? Can I attack Mistress Isadora? Can I move? I am thinking the answer is no to both, but I am not sure. I think Cybernetic Prison should address what happens to the figures on her card. Pretty cool so far.
    Lord Kai
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    Post  Lord Kai Sat Jan 25, 2014 4:13 pm

    Power:
    At the end of each round, roll one combat die for each Unique Hero that has been placed on Mistress Isadora's Army Card by Cybernetic Prison. If you roll a skull, that Hero takes one wound. If you roll a shield or a blank, place that Unique Hero on an empty space adjacent to Mistress Isadora.


    Derek:  What happens if I reveal an order marker on a figure in Cybernetic Prison? Can I attack Mistress Isadora? Can I move? I am thinking the answer is no to both, but I am not sure. I think Cybernetic Prison should address what happens to the figures on her card. Pretty cool so far.


    Kai:  Figures that are not on the battlefield are out of play - so they cannot take a turn (move/attack).


    Derek:
    INTERROGATION
    Before taking a turn with Mistress Isadora you may choose 1 figure on her card to interrogate. The chosen figure receives 1 wound and you may look at any unrevealed order markers on the chosen figures army card.
    If a figure would be destroyed by Interrogation, remove them from this Army Card.


    Kai:  nice change! Added a bit.

    --
    I tried to simply the whole Cyber Prison power .. to have less dice rolling and to make it easier for figures to escape. If Isadora captures a Common Squad figure that she is worried will escape, then she can take a turn to inflict a wound on it - basically destroying it so it doesn't pop back out if she is killed. Same for Heroes - she is slowly destroying them.
    Lord Kai
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    Post  Lord Kai Sat Feb 08, 2014 4:52 pm

    Latest version.  Thanks for the wording on Interrogation, Derek


    Unit Name: Mistress Isadora

    General: Utgar

    Species: Soulborg

    Type: Unique Hero

    Class: Warden

    Personality: Terrifying

    Size: Medium 4

    Points: 110

    Stats

    Life: 3  (dropping from 4 to 3 to keep the Utgar/Deathwalker low-life, high-defense theme)

    Move: 5

    Range: 6

    Attack: 2

    Defense: 6


    Special Powers
    CYBERNETIC PRISON
    Before attacking, you may choose a small or medium figure within 6 clear sight spaces of Mistress Isadora and roll the 20-sided die. If the chosen figure is common add 5 to your roll. If you roll a 1-15, nothing happens. If you roll a 16-20 place the chosen figure on this army card. At the end of each round, roll one combat die for each Unique Hero figure that has been placed on Mistress Isadora's Army Card by Cybernetic Prison. If you roll a skull, that Hero takes one wound. If you roll a shield or a blank, place that Unique Hero on an empty space adjacent to Mistress Isadora. When Mistress Isadora is destroyed you must place all figures on her card that were placed there from Cybernetic Prison on any empty adjacent spaces. If there are no available spaces, destroy the chosen figure(s).

    INTERROGATION
    Before taking a turn with Mistress Isadora you may choose 1 figure on her card to interrogate. The chosen figure receives 1 wound and you may look at any unrevealed order markers on the chosen figure's army card. If a figure would be destroyed by Interrogation, remove them from this Army Card.


    Last edited by Lord Kai on Sun Mar 30, 2014 1:36 pm; edited 4 times in total
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sat Feb 08, 2014 6:49 pm

    UTGAR
    Mistress Isadora … 110
    The Enforcer … 185
    Zettian Infantry x2 … 315
    Drow Chainfighter x2 … 365
    Dumetef Guard x2 … 415

    Versus

    JANVYDAR
    Nilfheim … 185
    Greenscales x2 … 305
    Krav Maga … 405
    Otonashi … 415

    Game was played on a custom Dungeon/Rock/Shadow board with random glyphs.  

    The Soulborgs won initiative for most of the game until the last round.  The Enforcer rolled out in the beginning with Dumetefs on the way towards a glyph.  Nilf and the Greenscales advanced as well, with the Krav following up behind for a few shots.  One Dumetef landed on the Unique Attack +1 glyph (and he actually held it until the last round of the game).  The Enforcer grabbed a Cloak of Invisibility glyph which I held onto for the end game against the Krav.  Isadora imprisoned a Greenscale who made it to a Glyph of Lodin and put a wound on Nilfheim with her normal attack (thanks to the Unique Attack glyph).

    At the start of Round 2 Isadora interrogated the Greenscale on her card to see that all OM’s were on Greenscales which meant the Krav had the “X.”  She missed her next Cyberprison roll (actually the next three rolls were 5, 5, 9 – so she didn’t capture anyone for a while).  The Zettian Infantry put a wound on Nilf.  The Dragons went to work and Nilf dropped 3 skulls on The Enforcer who only had 1 shield out of 5.  A Greenscale took out the Enforcer – so not much of a playtest with the “guard faction.”  On the same OM, a Greenscale rolled a perfect 3/3 on Isadora and even with height she whiffed (0/7) and took 3 wounds.  For the next 4 attacks, Isadora managed to roll precisely the number of shields she needed to survive (include a few 3 shields vs 3 skulls rolls, and Nilf dropping his normal 6 attack dice down on her).  

    It became Isadora and the Zettians versus the Dragons.  The Greenscales couldn’t kill the Dumetef on the Attack glyph and Nilf couldn’t take the last wound off of Isadora.  But Isadora wasn’t having luck with Cyberprison rolls but did manage to kill a Greenscale with her normal attack.  The Zettians took one more wound off of Nilf.  At one point it was easier for the Zettian Infantry to go after the 3 remaining Greenscales to try and skip turns for Nilf.  Isador finally pulled off a Cyberprison but the Zettians couldn’t take out the last 2 Greenscales.  Nilfheim took a risk and went with his special attack on Isadora and it worked (3/4 and she only had 2 shields).  The Dragon King fired the Ice Shards off at 2 other Infrantry and finished them off.  The rout was on.  Krav Maga moved in to clean up the Drow Chainfighters and it was over pretty quickly.

    It was sad to see The Enforcer go down so fast, so didn’t really get in a proper playtest.  

    Isadora worked well though she couldn’t use her Cyberprison on Nilfheim (only Small-Medium) but it worked on the Greenscales.  I was hoping to make my way toward the Krav and have fun imprisoning them.  It didn’t happen but the new wording for Interrogation works great (capture on one round and crush the commons the next).  Isadora’s 6 defense was great for survivability.  Her normal attack of 2 is weak but she’s basically a double-attacker so it is balanced.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sat Feb 08, 2014 7:48 pm

    Followed up with a second play-test ... same Armies.

    Isadora was able to imprison one Greenscale and one Krav, but it didn't matter. Some bad dice rolling on defense resulting in yet another quick destruction of The Enforcer. Mistress Isadora held out for a while but not nearly as long as the previous game.

    Nilf was pretty awesome as usual. I had a Chainfighter make it to a glyph which ended up as a Glyph of Kelda. The Krav shot at Drow down and then later when The Enforcer made his way to Nilfheim for a few wounds - the Dragon King 'risked' a disengage to hop over to the Kelda glyph to fully heal. Nilfheim didn't take a wound the rest of the game ; )

    I think this came down to the A+ rated army of Nilfheim and Krav taking on the low-rated Zettian Infantry, and what is probably a B-rated custom with Isadora and The Enforcer. (Though the Zettian Infantry are supposedly a B+ but I don't think they are that awesome).

    I think Isadora is getting better ... but The Enforcer needs work.


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    Nomad
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    Post  Nomad Sun Feb 09, 2014 5:01 pm

    Nilf, Greenscales, and Krav would route many armies! Thanks for the reports.

    I, too, think Isadora is close to ready. I like the changes to the powers. She may end up taking the most time from start to finish to go through the process . . .
    Derek S
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    Post  Derek S Mon Feb 10, 2014 10:42 pm

    I am looking forward to giving her a playtest soon. Looks good.
    Lord Kai
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    Post  Lord Kai Sun Mar 02, 2014 2:01 am

    Had a very cool playtest with Mistress Isadora tonight in a 3-player match (Kai vs Nomad vs Huskies16).

    Mistress Isadora
    Warden 816
    Alpha-Prime Enforcer x4
    Drow Chainfighter x4
    Krav Maga Agents
    = 500 points


    The Alpha-Primes lead out with all of the Chainfighters to take possession of an Attack Glyph. Krav Maga Agents dropped some ranged shots with surprising luck.

    Mistress Isadora was definitely the super-star, using her Cyber Prison to snag Nomad's Sentinels of Jandar and with the help of the Attack Glyph, do some damage to other squaddies. She grabbed 3 Sentinels and then Kumiko .. but she was destroyed shortly after getting Kumiko, so the blue ninja busted out.

    We were thinking that maybe Isadora needs to have lower life - like the Soulborgs - so maybe 3 Life, 7 Defense .. which at 110-points keeps her in line with Brunak (who can multi-attack). It gives her 1 more life than the Warden 816 and 1 more Defense. I could also see her staying at 6 Defense.

    But she was certainly fun - and had the high defense squaddies worried .. though we realized that the Ninjas of the Northwind were "unique" so they couldn't be captured unless Isadora rolled 16+ instead of the 11+ for a common figure.
    Nomad
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    Post  Nomad Sun Mar 02, 2014 9:42 am

    She was pretty tough in our play test. I agree with dropping her life to 3, but I'm not sure about bumping her defense to 7. Over all, I think that is an enhancement from 4 life/6 defense. Once her screen of guards went down, we were able to take her out in 5 attacks. Fun figure.
    Derek S
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    Post  Derek S Sun Mar 02, 2014 10:31 am

    I like the 3 life, 6 defense stat line.

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