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C3G Dredd'verse workshop

Yeah, I like that aspect of the design where he gets the OM. Personally I'd just try to make the process of getting him the extra OM feel a little more dynamic. Him moving up for free with OOE and then getting the OM automatically makes him a pretty effective passive operator.
 
Though theoretically he'd be fairly active once per round if you're not burning that OM for Temporal Defense.
 
If you're not burning the OM for TD, it's not doing anything, no? If he's got a spare 1 on his card and it's your turn to reveal your 2, then the 1 is just gonna sit there until you use TD, I'd think.
 
My impression would be that if you use you reveal your OM, use it, and then place it back unrevealed, you could then reveal it right away for another turn. But that could be my reading in mechanics that aren't there.
 
Fair enough. :up: I thought it was going for breaking that boundary. It'd be more fun if it did, IMO. :p
 
The power is 'after revealing and taking a turn' so like even if getting an OM unrevealed immediately let you re-reveal it for a turn, which I don't think it does, you're definitely not getting to do that here currently.
 
Cool.
Overall good with this direction?
Would be open to suggestions along what Ronin was saying.
He is looking rather passive which is not totally his style.
 
Any thoughts on how to turn this into a story card?

250

SABBAT

SOPPI WALTERS

SPECIES = Osborne
UNIQUENESS = Event Hero
CLASS = Necromagus
PERSONALITY = Sociopathic/Ruthless/Omnicidal,

SIZE/HEIGHT = Medium 5

LIFE = 8

MOVE = 5
RANGE = 5
ATTACK = 6
DEFENSE = 6

POINTS = ??

JUDGEMENT DAY
Start the game with 5 destroyed Walker figures. Destroyed Walker figures do not add to your total figure count. If Sabbat is destroyed, destroy all Undead figures you control.

LODESTONE
At the beginning of each round you must choose a figure you control in your start zone and destroy it. If you do not destroy a figure, Sabbat may not roll for defense for the rest of the game. At the end of each round you may place two destroyed Walker figures on any empty spaces that are not in a start zone and are not adjacent to an opponent's figure.

MAGICAL DEFENSE


Judgement Day opens with Sabbat, in an unknown location underground, beginning to raise the dead. Judge Dredd is one of the first people to encounter the zombies while leading a group of cadets (including Cadet Giant), on a training mission in the Cursed Earth. Although Dredd leads the cadets back to the relative safety of Mega-City One, Judge Perrier (Dredd's main sidekick during Ennis' tenure on writing for the strip) is killed only yards from home.
On his arrival Dredd is informed that the dead are rising all over the world. Minor foreign Judges from earlier Dredd strips are shown protecting their respective cities - Judge Armour in Brit-Cit, Judge-Sergeant Joyce in Murphyville, Judge Bruce in Oz, etc. Mega-City One, due to Necropolis, finds itself facing the largest number of zombies: sixty million. Soon into the battle for Mega-City One, Dredd's protégé Judge Dekker is also killed and Dredd has to give the order to set fire to part of the cities' wall to hold back the zombies.
 
I could see a mechanic where you keep regenerating Zombies until a breakable wall section is destroyed (set on fire) in order to stop the regeneration. I guess it'd have to be a card draftable by the Undead player that gives them that regeneration power that they lose when the wall is destroyed.
 
That is a.cool idea.
In the comic they have to battle their way in and then Dredd is able to impale Sabbat on the Lodestone. Destroying the Lodestone itself would destroy the planet but that is hard to quantify in a boardgame.
 
I could see a mechanic where you keep regenerating Zombies until a breakable wall section is destroyed (set on fire) in order to stop the regeneration. I guess it'd have to be a card draftable by the Undead player that gives them that regeneration power that they lose when the wall is destroyed.

Summoner Wars? :p
 
Yeah, if the Zombies have to break the wall to get to you, that's Dead of Winter.
 
latest

NAME = THOTH'S PET
STORY CARD

POINTS = ???


STORY REQUIREMENTS =
- Satanus in your army.

STORY SETUP =
Satanus is considered to have the size and height of huge 20.

STORY RULES =

SUPER-SIZED
Add 2 to the Attack number on the card of Satanus. Destructible Objects without a Move number roll two less defense dice against attacks from Satanus.

FIRE BREATH SPECIAL ATTACK
Range 4. Attack 5.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by this special attack except Satanus. If Satanus inflicts 1 or more wounds on a figure with this special attack, after placing those wounds, you may roll 1 unblockable attack die against that figure. Figures with the Lava Resistant special power are not affected by this special attack.

RESILIENCE
If Satanus would receive one or more wounds from an enemy figure's attack, special power, or leaving engagement attack, ignore one of those wounds.

640

For reference.

NAME = SATANUS

SPECIES = DINOSAUR
UNIQUENESS = EVENT HERO
CLASS = DEVOURER
PERSONALITY = FEROCIOUS

SIZE/HEIGHT = HUGE 12

LIFE = 9

MOVE = 6
RANGE = 1
ATTACK = 7
DEFENSE = 6

POINTS = 350


CHOMPING FRENZY 12
Instead of moving and attacking normally with Satanus, you may move Satanus up to 5 spaces. Each time Satanus enters a space, as long as he is on a space where he may end his movement, you may choose an adjacent figure. If the chosen figure has only one Life remaining, destroy it. Otherwise, roll the 20-sided die. Subtract 2 from the roll if the chosen figure has the Super Strength special power. If you roll 12 or higher, the chosen figure receives 2 wounds. Satanus cannot choose the same figure more than once and will take any leaving engagement attacks when using this special power.

SUPERSTRENGTH

latest

Bio:
Thoth is a character from the 2000 AD strip Nemesis the Warlock. An extremely powerful warlock with the ability to warp time and space itself, and the mind of an angry three-year-old, he was the son of Nemesis and Chira. His hatching was a joyful occasion, attended by Warlocks including Nemesis' Great Uncle Baal and Baal's friend Ashtar. Thoth spent the first hours of his life happily playing with his father's familiar Grobbendonk.
Shortly after Thoth was hatched, Ashtar's daughter Magna betrayed him and his mother to the anti-alien bigots known as the Terminators, because she wanted Nemesis to marry her instead. Chira was killed, having used all her magical power to defend her son, and a grief-stricken Nemesis believed that Thoth had also perished.
Thoth was in fact very much alive and well. He had used the powers his mother had transferred to him to make his mother's murderer, Sir Hargan believe — initially, at least — that he was a cute little human baby. (In other words, he saw Thoth as his mother had seen him.) Thoth went to live with Sir Hargan and his wife on Termight. The infant warlock amused himself by defenestrating Hargan from his stalscraper, letting him plummet thousands of feet, saving him an inch from the ground and hauling him back to the window to do it again... and again...
Thoth made it his mission in life to avenge his mother, and also get revenge on Nemesis for deserting him. He started by transporting Torquemada (who had ordered Chira's death) from the past into the future, where Torquemada had been dead for ten years. The evil bigot was promptly arrested on a charge of impersonating himself. The new ruler of Termight, Grand Dragon Mazarin, realised that Torquemada was the real McCoy but had him publicly executed as an imposter anyway, in case his reappearance disturbed the populace and their new-found reconciliation with aliens. Watching the execution from his window with avid interest, Thoth put Torquemada in a time loop so that he burned to death repeatedly.

Thoth's next action was to summon the black tyrannosaur Satanus from the Cursed Earth, a region located in a time lost in the mists of Termight's history, because he wanted a pet. Sir Hargan's fate is unrecorded, but he was last seen gazing in terror at the huge carnivorous monster in his apartment. Nemesis, meanwhile, had been alerted by Purity Brown to the fact that Thoth might still be alive. Realising what Magna had done, he killed her and set off for Termight to locate his son. When Nemesis found Thoth, Thoth made Satanus breathe fire at him (a new power he had equipped him with) and then vanished.
Also Thoth made him huge-r.
y3MlZ3b9_1312212143061sbpi.jpg
 
I'm a bit confused how the special attack works. Is Satanus getting the special attack?
 
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NAME = STIX

SPECIES = RAD-MUTANT
UNIQUENESS = UNCOMMON HERO
CLASS = MERCENARY
PERSONALITY = RUTHLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 5

POINTS = ?


BOUNTY HUNTER
At the start of the game, choose an opponent's Unique Hero to be Stix's Bounty. Stix rolls an additional die when attacking or defending against his bounty.

STIX BROTHERS
At the start of the game, all Stix figures you control must choose the same Bounty. After revealing an order marker on this card and taking a turn with this figure, you may take a turn with another Stix figure you control within 5 spaces of this figure. You may not take additional turns.

RELATIVE RETRIBUTION
When an opponent's figure destroys this Stix, you may place this Stix on that figure's card. When attacking a figure that has a Stix figure on their card, with Stix's normal attack, each blank rolled counts as 1 additional skull.


SUPER STRENGTH?


The Stix Brothers, antagonists in the 2000 AD strip Strontium Dog, are a clan of apparently identical mutants of indeterminate number. All of them (bar one) are, like their father, unprincipled, untrustworthy and utterly ruthless. They are laconic, adopt a dress similar to that of gunfighters in the American West, and are stone-cold killers.
The Stix brothers all, as far as we know, work for the Search/Destroy Agency as bounty hunters or 'Strontium Dogs'. The first Stix readers ever encountered competed with Johnny Alpha to hunt down Adolf Hitler in the the incident known as 'The Schicklgruber Grab', but was killed. Later, two of his brothers (they usually work in pairs) entered the employ of Alpha's father, the mutant-hating bigot Nelson Bunker Kreelman, who used them to attempt to get revenge on his son. They slaughtered the inhabitants of Jock's Landing on the water world of Och-Eleven and blamed the killings on Alpha and his partner Wulf Sternhammer, leading to termination warrants being put out on the blameless pair, and also murdered Harvey, the Director of The Doghouse, so that Kreelman could replace him. These two Stixes were also killed by Alpha.

Years later, two Stixes called Pikey and Bovus worked with Johnny and some other mutants when repossessed a huge space rock for money, bounty hunting not being what it used to be. The Stixes managed to get through the entire job without being evil, but were left highly disgruntled when the aliens who had hired the team confessed that they couldn't actually afford to pay them.
It remains unclear how many Stixes there actually are, but by now there are probably hundreds. On the planet Freedonia there is a whole town full of Stixes, including Stix women and children, called Stixville.
Silas Stix, father of the Stix brothers, hired aliens to kill Johnny Alpha in revenge for the deaths of the first three Stix's, but they failed and Silas died cursing Johnny.
Superhumanly durable skin (though they are not bulletproof); possibly some form of limited mind-reading ability. They can crush concrete with their fingers.


stix.jpg
 
Last edited:
Yep, they are different. Started with like three brothers and now there are hundreds. :)

They will be good with Johnny Alpha buy maybe not great since they all have to choose the same Bounty.
 
Here you go Dr. J.

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NAME = WHITE WEREWOLF

SPECIES = LYCANTHROPE
UNIQUENESS = UNIQUE HERO
CLASS = CREATURE/LEADER
PERSONALITY = TERRITORIAL
SIZE/HEIGHT = MEDIUM 5

LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???


CRY OF THE WEREWOLF
After moving, you may remove an unrevealed order marker from this card and move all other Lycanthrope figures. For the rest of the round, all other Lycanthrope figures ad 1 to their Attack number. Figures moved by this special power must be placed closer to White Werewolf and cannot take more than one leaving engagement attack.

STEALTH LEAP 12
Instead of his normal move, White Werewolf may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for Werewolf's Stealth Leap movement, ignore elevations. Werewolf may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Werewolf may not leap more than 12 levels up or down in a single leap. When moving with Stealth Leap, Werewolf will not take any leaving engagement attacks. Fly language instead?

HEALING FACTOR
After taking a turn with White Werewolf, remove 1 Wound Marker from this card.

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Cry of the Werewolf

In the aftermath of the Apocalypse War, while the city is getting back on its feet, a crack in Norman Pitlik block opens. This cleft extends deep below the city allowing a number of strange creatures to the surface – werewolves.
The judges manage to defeat them but it turns out one of the werewolves is Judge Bram, who had taken the Long Walk. An infected Judge Korkoran also transformed before being subdued by a headbutt from Dredd. With these subjects to work on Tech Judge Cassidy discovers a radioactive compound that is causing the changes, which he names Cassidium.
McGruder orders Dredd to track down the source and neutralise it and so he descends into East Undercity (old New York). He makes it to below Norman Pitlik block and then follows the werewolf tracks to Broadway where he loses the trail. At which point he stumbles across a mob of robots riding an old steam train with an albino werewolf tied to the front.
The beast is the leader of the werewolf pack and in a fight with the robots it gets free. This allows Dredd to track the creature back to the others in Central Park. It is here that he finds the source of the Cassidium. He neutralises it but has to fight his way out and is bitten by the white werewolf. As Dredd's transformation starts he uses his lawmaster to summon the other werewolves to a trap over a rad pit.
He kills the last of the werewolves but only in the nick of time as he is transformed. Judge Prager turns up and spots that the beast is Dredd at the last moment. He uses Stumm gas to subdue him and carries him to the gates of the Undercity. Delivering his cargo he turns around and heads straight back down into Undercity again.

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2317129-comic_001_0001.jpg


JudgePrager1.jpg

JUDGE PRAGER

SPECIES = LYCANTHROPE
UNIQUENESS = UNIQUE HERO
CLASS = JUDGE
PERSONALITY = DETERMINED

SIZE/HEIGHT = Medium 5

LIFE = 5

MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 5

POINTS = ???


UNDERCITY JUSTICE
Add 1 to Judge Prager’s attack and defense when attacking or defending against a figure that is rolling more dice than is listed on their card.

STUMM GAS
Once per round, instead of attacking with Judge Prager, you may remove one unrevealed order marker from the card of a figure adjacent to Prager that does not have a revealed marker on its card. Androids, Constructs, Gas Mask?, Enviromental Suit?, Event? figures are not affected by Stumm Gas.

HEALING FACTOR
After taking a turn with Judge Prager, remove 1 Wound Marker from this Army Card.

BIO:
Spoiler Alert!

2317129-comic_001_0001.jpg


1316cliffr.jpg



JUDGE PRAGER

SPECIES = LYCANTHROPE
UNIQUENESS = UNIQUE HERO
CLASS = CREATURE
PERSONALITY = DETERMINED

SIZE/HEIGHT = Medium 5

LIFE = 5

MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 5

POINTS = ???


THE CLAW AND THE LAW
At the start of the game you may choose one Unique Judge or Lawman figure you control to be the Law. After revealing an order marker on this card and taking a turn with Judge Prager, if he attacked an opponent's adjacent figure, you may take a turn with the Law. You may not take additional turns.

UNDERCITY JUSTICE
Add 1 to Judge Prager’s attack and defense when attacking or defending against a figure that is rolling more dice than is listed on their card.

HEALING FACTOR
After taking a turn with Judge Prager, remove 1 Wound Marker from this Army Card.

BIO:
Spoiler Alert!
 
1028991.jpg

JUDGE HESTON
SECRET IDENTITY = HARRY HESTON
SPECIES = SIMIAN
UNIQUENESS = UNIQUE HERO
CLASS = JUDGE
PERSONALITY = COMPASSIONATE

SIZE/HEIGHT = MEDIUM 6

LIFE = 5

MOVE = 6
RANGE = 1
ATTACK = 6
DEFENSE = 5

POINTS = ???


EXPERT CLIMBING
When moving up levels of height to move onto a space with Judge Heston, do not count spaces for the first two levels and only count one space for each two levels after the first two. You may ignore Judge Heston's height of 6 when climbing. Judge Heston never takes falling damage or major falling damage.

DAYSTICK
When normally attacking an opponent's adjacent figure, if Judge Heston inflicts one or more wounds, you may reveal an order marker on this card and randomly remove an order marker from the defending figure's card.

DUAL DAYSTICKS SPECIAL ATTACK
Range 2. Attack 4.
After attacking with this special attack Judge Heston may attack with it one additional time. Figures defending against this special attack more than once this turn must roll one less defense die.

BIO: Harry Heston, a super-evolved ape or 'Uplift', was a resident of Mega-City One Municipality #227, a shanty town outside the city's west wall. As a child he was bullied for being the adopted ape child of human parents, and for his love of reading books rather than watching vids. When he had reached adulthood, his father was murdered by criminals from whom he had unwisely borrowed money which he was unable to repay. An idealistic and genuinely decent person, Harry was inspired by The Comportment of a Judge, a policing manual by Judge Joseph Dredd, to don a Judge's uniform and bring the law to his home. Unfortunately, this caused him to be branded a Jimp (Judge impersonator) and to fall foul of his hero. After serving a term of imprisonment, Heston was drafted as a Justice Department auxiliary and sent to investigate skulduggery on a banana plantation on Krong Isand. He was eventually given a badge and uniform by Judge Dredd and made the official Justice Department presence on the island.

b3-9.jpg
 
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