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    Marro Abomination - Ideas & Contest from 'Scapers.com

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    Rook
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    Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Rook on Fri Jun 07, 2013 11:32 pm

    Gentlemen,

    I've taken a quick moment to submit a rough idea for the Marro Abomination contest.  Please read below and share feedback.  I won't have a chance to do any playtesting while the contest is running, so I'll need your feedback to make modifications.  Any feedback is welcome.  Without further ado ...



    Unit Name:  Marro Abomination

    General:  Utgar

    Species:  Marro

    Type:  Unique Hero

    Class:  Hivelord

    Personality:  Wild

    Size:  Medium 6

    Points: 110


    Life: 4

    Move: 5

    Range: 1

    Attack: 4

    Defense: 4


    Special Powers:

    FLESH ABSORPTION:  When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to the Marro Abomination.  If there are three or less Absorption tokens on the Marro Abomination, roll one additional attack die for each Absorption token on the Marro Abomination.  If there are more than three Absorption tokens on the Marro Abomination, destroy the Marro Abomination.

    CELLULAR ERUPTION:  When the Marro Abomination would be destroyed, roll the 20-sided die. On a roll of 1-8, place up to one of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination.  On a roll of 9-15, place up to two of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination.  On a roll of 16-20, place up to three of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination.  At the end of the turn, remove the Marro Abomination from the board.



    Thoughts?


    If you leave him in your start zone and move out Stingers, and roll a 1-4 on Stinger Drain, you can sack a Stinger in the start zone adjacent to him and he gets bigger, which is cool.
    He bonds with Marrden Nagrubs.
    He can CELLULAR ERUPT Marro Drones, Marro Dividers, Marro Stingers, Marro Warriors, and Marro Drudge.
    He can FLESH ABSORB all of the above, plus Grok Riders.
    His CELLULAR ERUPTION power can rebirth up to 60 points worth of troops (3 Marro Stingers), or 0 if the army is built poorly or the squads haven't died yet, so his point value might be too low.
    He can be a 7 attack with 4 life, which is insane at 110 points.  Is he costed correctedly?

    Jason
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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Sat Jun 08, 2013 12:03 pm


    Dude, great concept. Totally goes with the Marro genetic engineering & manipulation.

    FLESH ABSORPTION: When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to the Marro Abomination. If there are three or less Absorption tokens on the Marro Abomination, roll one additional attack die for each Absorption token on the Marro Abomination. If there are more than three Absorption tokens on the Marro Abomination, destroy the Marro Abomination.
    Just wordsmithing ..


    FLESH ABSORPTION: When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to the Marro Abomination. Add one attack die for each Absorption token on Marro Abomination. If there are more than three Absorption tokens on the Marro Abomination, destroy the Marro Abomination.


    And maybe 7 Attack is a little much, since it would match Su-Bak-Na's natural attack at 160-points.


    The weird part about Cellular Eruption is that, as written, you don't have to Absorb any Marro squad figures to get previously destroyed figures back. Did you intent it to be:

    When the Marro Abomination would be destroyed because of Flesh Absorption ..



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    Rook
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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Rook on Sat Jun 08, 2013 3:05 pm

    Your wordsmithed version is much cleaner; thanks. I tweaked it a bit more (referencing the Tagawa Samurai for token language).

    The more I think about it, the more I want to drop the base stats to 3 attack and 3 defense and increase life to 5. I think that should work fine.

    Cellular Eruption was intended to work whether Flesh Absorption happened or not. Does the language on him need to be clarified? The idea is that the Marro Abomination is already a combination of a bunch of Marro, so killing it spawns others. I assumed that the figure was larger than typical Marro ... but that may have been wrong. I got the Medium 6 from the Abomination figure, and it wasn't until then I understood better his size.

    So, revised stats and wording:



    Unit Name: Marro Abomination

    General: Utgar

    Species: Marro

    Type: Unique Hero

    Class: Hivelord

    Personality: Wild

    Size: Medium 6

    Points: 110


    Life: 5

    Move: 5

    Range: 1

    Attack: 3

    Defense: 3


    Special Powers:

    FLESH ABSORPTION: When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to this card. The Marro Abomination adds one attack die for each Absorption token on this card. If there are more than three Absorption tokens on this card, destroy the Marro Abomination.


    CELLULAR ERUPTION: When the Marro Abomination would be destroyed, roll the 20-sided die. On a roll of 1-8, place up to one of your previous destroyed medium marro squad figures on an empty space within 2 clear sight spaces of the Marro Abomination. On a roll of 9-15, place up to two of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. On a roll of 16-20, place up to three of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. At the end of the turn, remove the Marro Abomination from the board.

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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Sat Jun 08, 2013 7:29 pm

    Here's a pic for size comparison:


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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Sat Jun 08, 2013 7:41 pm

    I like the updated language on the FLESH ABSORPTION and CELLULAR ERUPTION.

    With Cellular Eruption - you'll always get at least one previously destroyed figure back - so do you think that bumps his Point Value? Since he's a Hivelord, he'll have his base attack and then 3 attacks of 2 from Nagrubs.


    Maybe that puts the Abomination at 120 points?
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    Derek S

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Derek S on Sun Jun 09, 2013 5:32 pm

    Really cool figure and design.

    I like the fact you dropped his base attack to 3. Wouldn't be bad if you left his defense at 4 and upped his points to about 140. The figurine is such a beast it is hard to imagine him not having a better defense than the common Marros who usually have 3. If not I agree with Kai's estimation of about 120 as currently written.
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    Rook
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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Rook on Sun Jun 09, 2013 11:36 pm

    I'm totally on board with upping the defense by 1 and the cost to 140. I think he is cool but without play testing a bit, it is hard to figure out how well he'll do with points.

    So if anyone wants to give this guy a playtest ...


    Unit Name: Marro Abomination

    General: Utgar

    Species: Marro

    Type: Unique Hero

    Class: Hivelord

    Personality: Wild

    Size: Medium 6

    Points: 140


    Life: 5

    Move: 5

    Range: 1

    Attack: 3

    Defense: 4


    Special Powers:

    FLESH ABSORPTION: When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to this card. The Marro Abomination adds one attack die for each Absorption token on this card. If there are more than three Absorption tokens on this card, destroy the Marro Abomination.


    CELLULAR ERUPTION: When the Marro Abomination would be destroyed, roll the 20-sided die. On a roll of 1-8, place up to one of your previous destroyed medium marro squad figures on an empty space within 2 clear sight spaces of the Marro Abomination. On a roll of 9-15, place up to two of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. On a roll of 16-20, place up to three of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. At the end of the turn, remove the Marro Abomination from the board.
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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Sun Jun 09, 2013 11:51 pm

    How's this for the play-test Army:

    Marro Abomination ... 140
    Marrden Nagrubs x2 .. 60
    Marro Stingers x3 ... 180
    Marro Dividers x3 ... 150
    ARMY = 530 points

    versus

    Onyx, Wolfen Blademaster ... 80
    Fangs of Yllia (unique squad) .. 100
    V. Blade Dancers x3 ... 240
    Krav Maga Agents ... 100
    Otonashi ... 10
    ARMY = 530 points


    Last edited by Lord Kai on Wed Jun 12, 2013 9:09 am; edited 1 time in total
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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Wed Jun 12, 2013 9:07 am


    Game on!!!
     




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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Thu Jun 13, 2013 12:54 am

    So the battle report is in ... and the Wolfen and the Marro split their games 1-1.


    First battle was sort of a rout for the Wolfen.  The Unique "Fangs" squad was pretty awesome, getting able to move and attack with the 4-member unique squad and then able to move 3 Blade-Dancers up for support.  The map I was using had Road, which allowed the "Fangs" to close on the Marro Abomination.  The Wolfen took out 2 Stingers and then had a chance at the Abomination.  It went down fast and then I rolled a 20 for Explosion - and brought back the only two destroyed figures - Stingers.

    The "Fangs" hung on for a while, mostly in part to a Defense +1 glyph and some great defense rolls - and then with the jungle trees they were very well protected from Stinger ranged attacks.  They played so well that I was worried they were over-powered.  The Fang boost to defense was helpful when the Dividers engaged the Blade Dancers.  Eventually the Fangs were destroyed and the Blade Dancers started to fall - but in the end game ~ the Blade Master Wolfen hero took out a few remaining squad figures.  Wolfen had Full Life Hero plus all 3 Krav Maga.

    Second battle was the direct opposite, though strategies were the same.  The Fangs moved up and engaged the Abomination but the marro experiment survived.  I was eating a nagrub on OM # 1 each round for about three rounds trying to keep him alive.  He was up to 3 absorption tokens in a few rounds, but was only attacking one target per round - and this was only because he was facing off against melee.  The Stingers helped pick off The Fangs - and by the second round - two members of the unique squad were killed ~ so it made sense to focus on Blade Dancers and Krav Maga.

    It ended up being a melee slug-fest with Blade Dancers versus Dividers.  The Marro Abomination was sitting at 1 Life and 3 markers - so he had a 6 attack if he wanted to use it.  At this point though, the Abomination was not a prime-target - since he'd bring back 1-3 previously destroyed Marro.  This left him a blocker - which was effective in melee - so I had the Krav picking off Dividers.  The Dividers won out and after a win on initiative took out 2 of the 3 Krav (who were enjoying a Unique Attack glyph).

    A few key whiffs on defense and the Wolfen were up against the wall.  I was left with the Wolfen Hero, 1 Krav, and Otonashi versus 1 divider, 1 stinger, and the Abomination.  The Wolfen Hero tried to kill a Divider, which would have blown up the Abomination - but instead the Divider 'divided' and things got worse.  The Wolfen Hero whiffed on defense and took 3 hits from a Divider.  It was over quickly after that, though a Krav tried to run around the board but ran out of luck.  Final:  2 dividers, 1 stinger, 1 Abomination with 1 life and 3 markers.

    --
    The Abomination played erratically.  I had him positioned around Stingers in the first game but then he went down fast.  Later he stayed close to a mix of Stingers and Dividers but I was only using about 1 OM per round for him - so once he was "parked" in a position, he really stayed there.  I tried to leave at least 2 nagrubs next to him after his turn - so if he was alive at the beginning of the round he could at least heal 1 wound.  This worked in the second match, against a strong melee presence but probably would not have worked against a dedicated ranged army.

    Still - even when he was low on Life - the question became whether or not to finish him off - and risk more enemies returning.  He had that "Krug" feel of 'do I really want to shoot at this guy' ~ but different in that you wanted to take him out super-early so that no-one game back .. but that's hard to do. 

    As a Hivelord, the Nagrubs were helpful in the second match but dead-weight in the first game - since he died so soon.

    --
    Interesting design, but I don't think he's worth 140-points.  I could see him dropped to 100 with a change to the d20 roll for "Eruption."  Maybe:

    CELLULAR ERUPTION:
    When the Marro Abomination would be destroyed, roll the 20-sided die. On a roll of 1-3, all figures adjacent to the Marro Abomination receive 1 wound.  On a 4-10, place one of your previous destroyed medium marro squad figures on an empty space within 2 clear sight spaces of the Marro Abomination. On a roll of 11-16, place up to two of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. On a roll of 17-20, place up to three of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. At the end of the turn, remove the Marro Abomination from the board.
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    Nomad

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    Marro Abomination!

    Post  Nomad on Fri Jun 14, 2013 2:17 am

    Jason - very cool design.

    What if you gave him the power to bond with Marro squad figures who have a range of 1 (Dividers, Drones, Groks) instead of the Nagrubs (since he doesn't snack on them to undo wounds) and maybe have his eruption work the same.

    I'm just throwing out ideas.

    Kai - nice play test report and suggestions.
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    Rook
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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Rook on Mon Jun 17, 2013 11:42 am

    Many thanks for the feedback and playtesting!  After an extended conversation with Kai, I've come up with a couple of guiding thoughts.

    1.) When determining the figure cost, you need to want to pick him over another squad or two squads of marro (say, Stingers or Dividers).  Otherwise, he sits on the shelf.  It is important to build the rebirth squadies cost into him, but if he was a weak hero with no bonding for 60 points, the question would be "Why not just take another squad instead?"

    2.) When considering placing order markers, he needs to be worth putting them on him.  See above thoughts on army build points.  Keeping him adjacent to marro squads is critical for the absorption power, so he plays like a cheerleader.  But unlike other cheerleaders, he doesn't help them the squad, so order marker managment gets ready tough.  The bonding suggestion with range 1 dudes was helpful and got me thinking ...

    3.) Kai compared him to Krug in that as the game went on there was a reluctance to hurt/kill him because he was going to birth dudes.  And, like Krug, it can be easier to just ignore him and think "I'll deal with him later."

    So .... I'm revising the Marro Abomination to cost less (from 140 to 100), dropped his life by 1, upped attack dice by 1, changed his type so he no longer has nagrub bonding but now has movement bonding with all marro squadies, and switch out the absorption tokens for bonus attack dice to bonus attacks.  I've also dropped the absorption blow-up threshold to more than 2 (instead of more than 3).  I also made him an Uncommon Hero ... mostly because he doesn't feel unique anymore.  Of all the changes I made, I'm least wed to this.

    Feedback, as always, is welcome.  I'm hoping to get a solo test game in later this week.



    Unit Name: Marro Abomination

    General: Utgar

    Species: Marro

    Type: Uncommon Hero

    Class: Abomination

    Personality: Wild

    Size: Medium 6

    Points: 100


    Life: 4

    Move: 5

    Range: 1

    Attack: 4

    Defense: 4


    Special Powers:

    MOVEMENT BONDING:  After taking a turn with a marro squad, you may move the Marro Abomination up to 5 spaces.


    FLESH ABSORPTION: When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to this card. The Marro Abomination may make one additional attack for each Absorption token on this card. If there are more than two Absorption tokens on this card, destroy the Marro Abomination.


    CELLULAR ERUPTION: When the Marro Abomination would be destroyed, roll the 20-sided die. On a roll of 1-8, place up to one of your previous destroyed medium marro squad figures on an empty space within 2 clear sight spaces of the Marro Abomination. On a roll of 9-15, place up to two of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. On a roll of 16-20, place up to three of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. At the end of the turn, remove the Marro Abomination from the board.
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    Lord Kai

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    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Wed Jul 10, 2013 12:07 pm

    Results from the Marro Custom Card contest:

    http://www.heroscapers.com/community/showthread.php?t=48864


    ==

    Wow, we have 19 submissions!!!

    Deadline for any new entries or tweaks to existing entries will be Friday 6/28 at 11:59pm PST.

    Index of current submissions:

    Ro-Tal-Ra
    Spoiler:

    World: Mar
    Uniqueness: Unique Hero
    Class: Overrlord
    Personality: Tricky
    Size: Medium 5
    Life: 4
    Move: 5
    Range: 1
    Attack: 4
    Defense: 3
    Powers
    DNA Reconstruction: At the start of the game all army cards with the race of Wulsinu and Nagrub in your army have Marro for their race for the remainder of the game. All units with their race changed are unaffected by the Hive Mind special power.
    Points: 100

    By Crixus33


    Marro Vector
    Spoiler:


    Marro Defiler
    Spoiler:



    by Kevindola

    Ta-Gor-Sa
    Spoiler:


    Du-Gul-Sa
    Spoiler:

    General: Utgar
    Species: Marro
    Type: Unique Hero
    Class: Warlord
    Personality: Wild
    Size: Medium 6
    Points: 110

    Stats
    Life: 6
    Move: 4
    Range: 1
    Attack: 4
    Defense: 3

    Special Powers

    Maarden Beastmaster
    Any friendly unengaged large Marro or Wulsinu figure within 2 spaces of Du-Gul-Sa adds one automatic shield to any attack while Du-Gul-Sa has at least two unrevealed order markers on his card.

    Pack Alpha Male
    After revealing an order marker on a common Wulsinu army card, you may also reveal the X order marker on Du-Gul-Sa. You may move and attack with one additional Wulsinu during this turn.

    Mega Leap 6
    Instead of his normal move, this unit may use Mega Leap 6. Mega Leap 6 has a move of 6. When counting spaces for Mega Leap 6 movement, ignore elevations. This unit may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. This unit may not leap more than 25 levels up or down in a single leap. If this unit is engaged when he starts to leap, he will take any leaving engagement attacks. This unit rolls 2 less attack dice on any turn that he chooses to use Mega Leap 6.
    By kevindola

    Kar-Su-Na
    Spoiler:

    SPECIES: MARRO
    PLANET: MARR
    FOLLOWS: VALKRILL
    UNIQUENESS: UNIQUE HERO
    CLASS: COMMANDER
    PERSONALITY: TERRIFYING

    LIFE: 6
    MOVE: 5
    RANGE: 1
    ATTACK: 3
    DEFENSE: 3
    POINTS: 120

    BLOOD YELL: Instead of taking a turn with Kar-Su-Na you may first count the number of wound markers on his card. X number of markers count for each marro common squad figure you may move and attack with. You may only go up to 5 chosen marro common figures, also figures using Blood yell don't roll for disengagement attacks from opposing figures.

    POISON HANDS SPECIAL ATTACK: Choose an opponents figure adjacent to Kar-Su-Na when you attack with Kar-Su-Na roll the 20-sided die. If you roll a 1-15 the chosen figure takes no extra damage and Kar-Su-Na takes one wound. If you roll a 15-20 the chosen figure takes one additional wound and Kar-Su-Na takes no wounds.
    By Ninja Status

    Kor-Nahk-Ra
    Spoiler:

    General: Utgar
    Species: Marro
    Type: Unique Hero
    Class: Overlord
    Personality: Wild
    Size: Medium 6
    Points: 100
    Stats
    Life: 5
    Move: 6
    Range: 1
    Attack: 4
    Defense: 4

    Special Powers
    BULL RUSH
    Kor-Nahk-Ra receives 2 additional attack dice when attacking any small or medium figure that was at least 3 clear sight spaces away at the start of the turn.

    POWER SLAM 14
    If Kor-Nahk-Ra begins his turn engaged, he may use Power Slam. Before attacking, you may choose one small or medium figure engaged with Kor-Nahk-Ra and roll the twenty side die. If you roll a 14 or higher, you may throw the figure by placing them on any empty space adjacent to Kor-Nahk-Ra. That space may not be higher than the Kor-Nahk-Ra's base. After the figure is placed, roll the twenty side die for damage. If you roll an 11 or higher, the thrown figure receives 1 wound. If the figure is placed onto a water space do not roll for damage. The thrown figure does not take any leaving engagement attacks.
    By obfuscatedhippo


    Ree-Gok-Na
    Spoiler:

    General: Utgar
    Species: Marro
    Type: Unique Hero
    Class: Hivelord
    Personality: Terrifying
    Size: Medium 6
    Points: 210

    Stats
    Life: 6
    Move: 6
    Range: 1
    Attack: 5
    Defense: 5

    Special Powers
    PARALYSIS AURA 1*
    All small, medium or large opponent’s figures that enter or occupy a space adjacent to Ree-Gok-Na may not move.** Soulborgs, Undead and Constructs are not affected by Paralysis Aura 1.

    *Unlike Cyberclaw these figures may be affected by powers on other Army Cards and Glyphs, specifically Summon type powers.
    **Figures may still attack and defend normally.


    BACK HAND
    After attacking a figure with a normal attack, you may attack the same figure again. Roll two fewer attack dice on the second attack roll.

    ADVANCED METABOLISM
    When utilizing the recovery portion of the Marrden Nagrubs’ Hivelord Life Bonding on Ree-Gok-Na, remove one additional wound marker from Ree-Gok-Na’s army card.

    HEAVY WEIGHT
    Figures using the Carry ability cannot chose Ree-Gok-Na as the figure to carry.

    By saywhat


    Marrden Goliath
    Spoiler:



    Nu-Bak-Ta
    Spoiler:

    World: Marr
    Race: Marro
    Uniqueness: Unique Hero
    Class: Overlord
    Personality: Terrifying
    Height: Medium 6
    Life 4
    Move 6
    Range 1
    Attack 3
    Defense 4
    Points 220
    Powers:
    Marro Mindcontrol:
    Nu-Bak-Ta can roll a 20 sided die. If he gets a 16 or higher then he can take a turn with three marro squads within 8 spaces of him.
    Poisonous Smell: Every figure within 3 spaces rolls a die. If they get a skull they receive one wound. If they get a shield/blank they survive.
    By Eraguy816

    To-Kal-Ra
    Spoiler:

    Home World: Marr
    Race: Marro
    Uniqueness: Unique Hero
    Class: Overlord
    Personality: Terrifying
    Size: Medium 6
    Life: 6
    Move: 5
    Range: 1
    Attack: 4
    Defense: 5
    Powers
    Will of the Hive: After revealing an order marker on To-Kal-Ra, instead of taking a turn with this figure you may take a turn with one Unique Marro Hero you control within clear sight of To-Kal-Ra.
    Mind Link Reaction: If To-Kal-Ra takes a wound from an opponent’s figure’s attack, you may immediately move 3 Marro Squad figures you control within clear sight of To-Kal-Ra up to 5 spaces each.

    Points:180

    By Crixus33


    Kar-Mu-Sa
    Spoiler:

    Name = TE-ROK-SA
    Spoiler:

    General = UTGAR
    Planet = MARR
    Species = MARRO
    Uniqueness = UNIQUE HERO
    Class = WARLORD
    Personality = TRICKY
    Size/height = MEDIUM 6

    Life = 7
    Move = 5
    Range = 1
    Attack = 4
    Defense = 2
    Points = 120

    MARRO PAIN LINK
    When a Marro you control within 4 clear sight spaces of Te-Rok-Sa receives one or more wounds from an attacking figure, you may instead place all of those wound markers on this Army Card.

    STRENGTH IN PAIN
    Te-Rok-Sa rolls 1 additional defense die for each Wound Marker on this Army Card.

    MARRO HUNTER DEFENSE AURA
    All Marro Hunters you control within 4 clear sight spaces of Te-Rok-Sa add 2 to their defense dice. Te-Rok-Sa's Defensive Aura does not affect Te-Rok-Sa.

    By Arch-vile


    NAME = Jo-Rok-Ba
    Spoiler:

    SPECIES = Marro
    UNIQUENESS/TYPE = Unique Hero
    CLASS = Brute
    PERSONALITY = Subservient
    SIZE/HEIGHT = Medium 6
    LIFE = 6
    MOVE = 5
    RANGE = 1
    ATTACK = 3
    DEFENSE = 3
    POINTS = 225

    Accelerated Metabolism
    Whenever Jo-Rok-Ba destroys an opposing figure, you may place it on this card. Whenever Jo-Rok-Ba attacks, you may remove a figure from this card to add an automatic skull to Jo-Rok-Ba's roll. Jo-Rok-Ba cannot remove more than 5 figures from his card in one turn. Whenever Jo-Rok-Ba would receive wounds, you may instead remove that number of figures from this card.

    Blind Obedience
    After revealing a numbered Order Marker on the card of a Marro Unique Hero that you control, instead of taking a turn with that hero, you may take a turn with Jo-Rok-Ba.

    Insatiable Appetite
    Before moving with Jo-Rok-Ba you may destroy an adjacent figure that you control & place it on this card.

    By cwidje


    NAME = KO-VAR-SA
    Spoiler:

    GENERAL = UTGAR
    PLANET = MARR
    SPECIES = MARRO
    UNIQUENESS = UNIQUE HERO
    CLASS = WARLORD
    PERSONALITY = MERCILESS
    SIZE/HEIGHT = MEDIUM/6

    LIFE = 7
    MOVE = 6
    RANGE = 1
    ATTACK = 5
    DEFENSE = 4
    POINTS = 150

    OVERBEARING PRESENCE
    When an opponent's figure within 5 clear sight spaces of Ko-Var-Sa attacks with a normal attack, it must attack Ko-Var-Sa, if possible. If it does not, that figure rolls 1 fewer attack dice this turn.

    WOUNDED RAMPAGE 17
    After taking a turn with Ko-Var-Sa, roll the 20-sided die. Add 1 to your die roll for each wound marker on this Army Card. If you roll a 17 or higher, you may take another turn with Ko-Var-Sa.

    By Son of Arathorn

    Tol-Ru-Bak
    Spoiler:

    Marro
    Unique Hero
    Overlord
    Brooding
    Medium 6

    Life: 4
    Move: 5
    Range: 1
    Attack: 6
    Defense: 3
    Points: 140

    IMPROVISED WEAPON SPECIAL ATTACK
    Range 4. Attack 4.
    Before attacking with Improvised Weapon Special Attack, you must choose a common Marro or Nagrub figure you control adjacent to Tol-Ru-Bak. After attacking with this special attack, destroy the chosen figure.

    TOUGH
    When rolling defense dice against a normal attack, Tol-Ru-Bak always adds 1 automatic shield to whatever is rolled.

    Bio:
    On Tol-Ru-Bak's home planet of Marr, his job was simple. His duty was to keep the hive working and productive. Nicknamed Baknar, meaning 'slavedriver', he spent his days motivating the drones by any means necessary. This often involved making an example of some of the lesser Marro. His ferocity is renowned on Marr and he can now be seen as a viscous general in Utgar's army.

    By Balantai

    Marro Pulverizer
    Spoiler:

    Marro
    Uncommon Hero
    Pulverizer
    Wild
    Medium 6

    Move: 5
    Attack: 5
    Range: 1
    Defense: 4
    Points: 120

    Crackin Heads
    Instead of attacking, you may choose 2 adjacent small or medium figures. Roll the 20-sided die. If you roll a 15 or higher, each figure takes 1 wound.

    Crushing Punch
    If Marro Pulverizer causes at least one wound with his normal attack, you may roll one additional attack die for each wound inflicted. The figure takes one additional wound for each skull rolled.
    By orgsbane

    Rog-Kro-Na
    http://illiweb.com/fa/pbucket.gif

    by Dysole


    Marro Brute
    Spoiler:

    Marro
    Uncommon Hero
    Hive Guard
    Wild
    Medium 5

    Life: 5
    Move: 4
    Attack: 5
    Range: 1
    Defense: 5
    Points: 130


    Fling
    If Marro Brute's normal attack causes a wound on a small or medium figure, you may move the wounded figure up to one space, as long as it does not end it's turn adjacent to this Marro Brute

    Wild Flail Special Attack
    Instead of Marro Brutes normal attack, you may attack every figure adjacent to this Marro Brute with three attack die. Roll once for every figure. Place a Black Exhaustion Marker on this card. Subtract one from this Marro Brutes defense while the Black Exhaustion Marker is on this card. After revealing an order marker on this Marro Brute, remove the Black Exhaustion Marker.

    Hive Guardian
    Add one to this Marro Brutes attack if it is within 5 Spaces of the Marro Hive

    By Wolshadow


    Gor-Mo-Ra
    Spoiler:

    Utgar

    Marro
    Unique Hero
    Overlord
    Wild
    MEDIUM 5

    Life 5
    Move 6
    Range 1
    Attack 7
    Defense 6
    Points 150

    UNCONTROLLABLE STRENGTH
    After moving and before attacking, you must roll the 20-sided die. If you roll a 1-4, Gor-Mo-Ra receives one wound and you must roll one unblockable attack die against all figures adjacent to Gor-Mo-Ra. You cannot attack this turn. If you roll a 5-15, subtract 4 from the attack value of this card. If you roll a 16 or higher, add 1 to the attack value of this card.

    LEAP 25
    Instead of his normal move, Gor-Mo-Ra may use Leap 25. Leap 25 has a move of 3. When counting spaces for Leap 25, ignore elevations. Gor-Mo-Ra may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Gor-Mo-Ra may not leap more than 25 levels up or down in a single leap. If Gor-Mo-Ra is engaged when he starts his Leap 25, he will take any leaving engagement attacks.
    By Heroscaper2010

    Marro Abomination
    Spoiler:

    Unit Name: Marro Abomination

    General: Utgar

    Species: Marro

    Type: Uncommon Hero

    Class: Abomination

    Personality: Wild

    Size: Medium 6

    Points: 100


    Life: 4

    Move: 5

    Range: 1

    Attack: 4

    Defense: 4


    Special Powers:

    MOVEMENT BONDING: After taking a turn with a marro squad, you may move one Marro Abomination you control up to 5 spaces.


    FLESH ABSORPTION: When a marro squad figure you control is destroyed while adjacent to the Marro Abomination, you must add an Absorption token to this card. The Marro Abomination may make one additional attack for each Absorption token on this card. If there are more than two Absorption tokens on this card, destroy the Marro Abomination.


    CELLULAR ERUPTION: When the Marro Abomination would be destroyed, roll the 20-sided die. On a roll of 1-8, place up to one of your previous destroyed medium marro squad figures on an empty space within 2 clear sight spaces of the Marro Abomination. On a roll of 9-15, place up to two of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. On a roll of 16-20, place up to three of your previous destroyed medium marro squad figures on empty spaces within 2 clear sight spaces of the Marro Abomination. At the end of the turn, remove the Marro Abomination from the board.
    by poe

    Rog-Kro-Na
    Spoiler:


    by Dysole

    Marro Scourge
    Spoiler:

    World: Marr
    Uniqueness: Uncommon Hero
    Class: Behemoth
    Personality: Ruthless
    Size: Medium 6
    Life: 3
    Move: 7
    Range: 1
    Attack: 5
    Defense: 2
    Powers
    Mitosis 16: If Marro Scourge is left with only 1 remaining life, you may use your turn to roll 1d20. If you roll a 16 or higher, remove one wound counter from this card.

    Aquatic Plague: This may only be used if Marro Scourge is in the water. Target all Figures within 8 spaces that are either adjacent to or on a water spot that is directly connected with the body of water upon which Marro Scourge is situated. You will roll 3 combat dice. The targets ignore height bonuses.

    by LoganTO


    Ko-Gok-Ra
    Spoiler:



    by mooseman


    Tor-Bak-Ra
    Spoiler:

    Marro
    Unique Hero
    Hivelord
    Militaristic
    Medium 6

    Life 6
    Move 6
    Range 1
    Attack 5
    Defense 3

    Points 160

    THICK SKIN
    At the beginning of the game, place three markers on Tor-Bak-Ra's army card. When Tor-Bak-Ra is targeted by an attack and at least one skull is rolled, you may choose to add one automatic shield for each marker on this army card. After using Thick Skin, remove one marker from this card.

    IMPROVISED PROJECTILE SPECIAL ATTACK
    Range 1+, Attack 4
    Choose an adjacent figure to attack. If Tor-Bak-Ra destroys the chosen figure, you may then choose a figure up to four spaces from Tor-Bak-Ra to attack. Roll attack dice separately for each figure.

    by The Bearded One
    avatar
    Nomad

    Posts : 1922
    Join date : 2013-05-26

    Nice Contest

    Post  Nomad on Tue Jul 16, 2013 12:06 am

    I really wished the thoughts I had about this design was included . . . but I didn't have the time! Darn Zion and Disneyland.

    I do think that the winner of the contest was a pretty cool concept and might make the gnids more useful.

    So, do we include the winner of Kai's contest in our NW Heroscapers release? I'm cool with it.
    avatar
    Lord Kai

    Posts : 1618
    Join date : 2013-05-26
    Location : Seattle

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Tue Jul 16, 2013 12:35 am


    I have a repainted Abomination for each of you.

    We can take one of these submitted ideas, or certainly create our own - so if you have an inspiration - it's never too late : P
    avatar
    Derek S

    Posts : 1225
    Join date : 2013-05-26

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Derek S on Tue Jul 16, 2013 11:21 am

    damon wrote:I really wished the thoughts I had about this design was included . . . but I didn't have the time! Darn Zion and Disneyland.

    I do think that the winner of the contest was a pretty cool concept and might make the gnids more useful.

    So, do we include the winner of Kai's contest in our NW Heroscapers release? I'm cool with it.

    I think we should do our own, would love for some of your ideas to be a part of the final. Why not take the lead on this guy Damon?
    avatar
    Nomad

    Posts : 1922
    Join date : 2013-05-26

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Nomad on Wed Jul 17, 2013 11:39 am

    I really liked the concept of the winner, but with a figure like abomination I wouldn't have minded if he packed more punch and had more staying power.

    I think that since this was Kai's idea, he should take lead on it if we decide to include our own version in our NWHSC releases.
    avatar
    Lord Kai

    Posts : 1618
    Join date : 2013-05-26
    Location : Seattle

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Wed Jul 17, 2013 12:28 pm


    Damon you are more than welcome to create a design for the Marro Abomination .. I've got too many floating around anyway : P

    avatar
    Huskies16

    Posts : 29
    Join date : 2013-05-26
    Age : 19

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Huskies16 on Sat Jan 18, 2014 5:02 pm

    I love Rook's 4th idea of 4 lives attack and defense, all the powers seem great! Movement bonding would sure make him more 'draftable'/less shelf time. I think its a great idea, how he absorbs the marro squads into him which makes him stronger, then when he dies he just spits them right out. Great idea! He's like a more portable marro hive.
    avatar
    Nomad

    Posts : 1922
    Join date : 2013-05-26

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Nomad on Sun Jul 06, 2014 2:23 am

    BUMP

    I know this figure is growing long in the tooth concerning our customs. Let's still keep him in mind.

    Just doing some bookkeeping for our site.

    Perhaps Jacob and I can take the lead. He is a very nice repaint.
    avatar
    Lord Kai

    Posts : 1618
    Join date : 2013-05-26
    Location : Seattle

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Sun Jul 06, 2014 2:25 am

    Nomad wrote:BUMP

    I know this figure is growing long in the tooth concerning our customs. Let's still keep him in mind.

    Just doing some bookkeeping for our site.

    Perhaps Jacob and I can take the lead. He is a very nice repaint.


    I love the Abomination repaint .. and I would like to prioritize him as a Repaint custom over the others. Nomad - you can lead this one if you like.
    avatar
    Derek S

    Posts : 1225
    Join date : 2013-05-26

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Derek S on Tue Jul 08, 2014 10:31 am

    Love the figure as well. Looking forward to some movement here.
    avatar
    Nomad

    Posts : 1922
    Join date : 2013-05-26

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Nomad on Tue Jul 15, 2014 2:34 pm

    Here are my initial thoughts for the Abomination repaint. Yes, I’m stealing an idea from the contest Kai ran, namely the 3rd place finisher for his Grok/Drudge defensive aura. The Swamp Rage is similar to Evar’s Frost Rage, but it provides for disengage rather than additional defense dice.

    TU-ROK-SA

    Figure: Heroscape, Marvel, The Conflict Begins, Abomination (repaint)

    General: Utgar
    Planet: Marr

    Species: Marro
    Unique Hero
    Class: Warlord
    Personality: Terrifying
    Medium 6

    Life: 5
    Move: 6
    Range: 1
    Attack: 3
    Defense: 4
    110 points

    MARRO HUNTER DEFENSIVE AURA
    All Marro Hunter figures you control within 4 clear sight spaces of Tu-Rok-Sa add 2 to their defense dice.

    SWAMP RAGE
    When revealing a numbered order marker on Tu-Rok-Sa’s Army Card, you may also reveal an “X” order marker that is on Tu-Rok-Sa’s Army Card to activate Swamp Rage for the duration of the round. While Swamp Rage is active, add 1 to Tu-Rok-Sa’s Attack for each wound marker on his Army Card and Tu-Rok-Sa is never attacked when leaving an engagement.
    avatar
    Lord Kai

    Posts : 1618
    Join date : 2013-05-26
    Location : Seattle

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Lord Kai on Tue Jul 15, 2014 3:56 pm

    Nice start!

    As a Warlord though, if you are bumping Hunters that might be the Grok Riders. You would need to use OM1 + X to take a turn with Tu-Rok-Sa to activate Swamp Rage and then OM2 + 3 on the Groks for Bonding. What do you think of just "before taking a turn, reveal X ... " so that all OM's can be on the Groks?
    avatar
    Nomad

    Posts : 1922
    Join date : 2013-05-26

    Re: Marro Abomination - Ideas & Contest from 'Scapers.com

    Post  Nomad on Tue Jul 15, 2014 4:07 pm

    Kai wrote:As a Warlord though, if you are bumping Hunters that might be the Grok Riders. You would need to use OM1 + X to take a turn with Tu-Rok-Sa to activate Swamp Rage and then OM2 + 3 on the Groks for Bonding. What do you think of just "before taking a turn, reveal X ... " so that all OM's can be on the Groks?

    I was thinking it should be an either/or for Tu-Rok-Sa. Either he bonds with his Groks and doesn't use the Swamp Rage, or he spends an OM to activate Swamp Rage but you would miss a turn of Groks. I think this keeps him in check a bit. The +2 defense for Groks and Drudge is worth more than a few points. If your playing with the Groks, you might want to keep Tu-Rok-Sa as a clean-up figure. I like the mechanics of how it would work as written. I think they best way to play the Groks is to keep them from over extending into battle until they have a clear shot of inflicting heavy damage. The mechanic of having to reveal an OM on Tul-Rok-Sa would help this and increase the strategy involved, in my opinion.

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