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sickofpalantirs |
Posted: Sat Dec 30, 2006 8:32 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote: Here is Delta Squad. Starting with Boss, the Premium for one of A Wretched Hive’s starter decks.
 •Boss, Delta Lead [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. While in your starting alliance, Boss’ twilight cost is -1.
Boss is strength +1 for each other delta you spot.
Alliance: Exert Boss to play a delta from your draw deck.
2P126
with that first ability I would make it exert twice otherwise on site 2 he could be 9 strength without possessions and all your delta guys would be out
And the other three:
 •Fixer, Delta Slicer [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
Each time the alliance moves, if Fixer bears a possession and you can spot another delta, you may exert him to make an opponent discard a Dark Side condition.
2C133
i think it should have something with revealing and discarding cards.
 •Scorch, Delta Ordnance [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
At the start of Scorch’s skirmish, if he has a damage bonus, you may exert him to make an opponent discard a minion assigned to skirmish a delta.
2C136
interesting abilities here.
 •Sev, Delta Sniper [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
At the start of the crossfire phase, if Sev has long range, you may exert him to make an opponent discard a minion.
2C137
fine by me
And now support cards.
 DC-17 Anti-armor Launcher [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a delta. While bearer is not exhausted, he gains long range.
Crossfire: Exert bearer twice to make an opponent place X wounds on minions, where X is the number of deltas you spot.
2R128
shouldn’t it have something with vehicles?
 DC-17 Sniper Rifle [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a delta. Bearer is damage +1.
Crossfire: Exert bearer to exert a minion.
2C129
perfect
 DC-17 Stock Blaster [Republic]
Possession • Ranged Weapon
Strength +2
Bearer must be a delta.
While bearer bears no other possessions, bearer is strength +2.
2C130
strength +4 while bearing no other possession seems almost to good reduce it to strength +1 for the ability
 Demanding Mission [Republic]
Event • Skirmish
Make a delta enduring.
2C131
agh make a card I can say something about
 •Elite Unit [Republic]
Condition • Support Area
Each time a delta wins a skirmish, add a [Republic] token here.
Skirmish: Remove 2 [Republic] tokens here to make a delta damage +1.
2U132
fine by me
 •It Smells Like Bugs [Republic]
Condition • Support Area
At the end of the assignment phase, each delta assigned to a skirmish is strength +1 until the end of his skirmish.
Skirmish: Make a delta strength +2 for each minion he is skirmishing. If he wins the skirmish, he is damage +2. Discard this condition.
2R134
I am not quite sure with the second ability, if those damage wounds would come in time i think so though.
 Retractable Vibro-blade [Republic]
Possession • Hand Weapon
Strength +1
Bearer must be a delta.
Bearer is strength +1 for each wound on each minion he is skirmishing.
2C135
it works
 Zero Hour [Republic]
Event • Regroup
Exert 2 deltas to discard 2 minions. If the move limit allows, move again this turn.
2R139
seems good
Those were fun!
Oh, and by the way, the Republic culture is done.
Next Up: The first in-depth look at the Alien culture.
Set Completion Count: 35/164 - 21% |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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Turin06 |
Posted: Sat Dec 30, 2006 5:31 pm |
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Joined: 24 Oct 2006
Posts: 197
Location: Good Question
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menace64 wrote: If Turin did a Jedi Archives like mine, that’s just both of us properly representing a library. I don’t recall his version.
I did a Holocron but not the archives. |
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CarpeGuitarrem |
Posted: Sat Dec 30, 2006 6:04 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: Here is Delta Squad. Starting with Boss, the Premium for one of A Wretched Hive’s starter decks.
 •Boss, Delta Lead [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. While in your starting alliance, Boss’ twilight cost is -1.
Boss is strength +1 for each other delta you spot.
Alliance: Exert Boss to play a delta from your draw deck.
2P126
Nice, I like it. Although "Delta" should probably be capitalized, as it’s a proper nount.
And the other three:
 •Fixer, Delta Slicer [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
Each time the alliance moves, if Fixer bears a possession and you can spot another delta, you may exert him to make an opponent discard a Dark Side condition.
2C133
Mmm...that’s mighty powerful. But then again, the Dark Side player gets to choose...
 •Scorch, Delta Ordnance [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
At the start of Scorch’s skirmish, if he has a damage bonus, you may exert him to make an opponent discard a minion assigned to skirmish a delta.
2C136
Fairly powerful, again, although the requirement balances it, I guess. It should just be "damage bonus" without the bolding, I think. Only when it’s something like "damage +1" is it bolded. Anyway, I hope we don’t see a Delta Apprentice! (Probably won’t, right?)
 •Sev, Delta Sniper [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
At the start of the crossfire phase, if Sev has long range, you may exert him to make an opponent discard a minion.
2C137
I would say make him lose long range as a part of that ability. Tack on a sentence like "He loses long range and cannot gain long range until the regroup phase."
And now support cards.
 DC-17 Anti-armor Launcher [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a delta. While bearer is not exhausted, he gains long range.
Crossfire: Exert bearer twice to make an opponent place X wounds on minions, where X is the number of deltas you spot.
2R128
Ouch! Very powerful, I don’t see why you need a strength bonus on it.
 DC-17 Sniper Rifle [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a delta. Bearer is damage +1.
Crossfire: Exert bearer to exert a minion.
2C129
Very good!
 DC-17 Stock Blaster [Republic]
Possession • Ranged Weapon
Strength +2
Bearer must be a delta.
While bearer bears no other possessions, bearer is strength +2.
2C130
Excellent!
 Demanding Mission [Republic]
Event • Skirmish
Make a delta enduring.
2C131
Nice and interesting.
 •Elite Unit [Republic]
Condition • Support Area
Each time a delta wins a skirmish, add a [Republic] token here.
Skirmish: Remove 2 [Republic] tokens here to make a delta damage +1.
2U132
Very cool. But aren’t there [Republic] token reinforcers?
 •It Smells Like Bugs [Republic]
Condition • Support Area
At the end of the assignment phase, each delta assigned to a skirmish is strength +1 until the end of his skirmish.
Skirmish: Make a delta strength +2 for each minion he is skirmishing. If he wins the skirmish, he is damage +2. Discard this condition.
2R134
Just reword the first part like this: "At the start of the skirmish phase, make each Delta assigned to a skirmish strength +1 until the end of that skirmish." It’s good.
 Retractable Vibro-blade [Republic]
Possession • Hand Weapon
Strength +1
Bearer must be a delta.
Bearer is strength +1 for each wound on each minion he is skirmishing.
2C135
Nice, a berserker-type weapon!
 Zero Hour [Republic]
Event • Regroup
Exert 2 deltas to discard 2 minions. If the move limit allows, move again this turn.
2R139
Very nifty, nice balance!
Those were fun!
Oh, and by the way, the Republic culture is done.
Next Up: The first in-depth look at the Alien culture.
Set Completion Count: 35/164 - 21% |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Sat Dec 30, 2006 8:00 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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SoP:
I don’t know if ambush 2 would be good enough. The penalty for running 6+ companions should always be high.
I think it’d be too complicated to add a second trigger to A Great Disturbance.
Well The Weight of a Legacy was long before Decipher printed where conditions go outside of the gametext. But I guess I don’t really need to do that for my card.
Originally I wanted Boss to be able to pull the other 2 Deltas right off the bat, but I suppose I’ll limit it.
Carpe:
Yeah, not capitalizing Delta was a slip. Fixed.
lol no. There won’t be a Delta apprentice (nor will there be a Clone apprentice).
I really thought about adding that bit onto Sev that makes him lose long range, but the Anti-armor Launcher that he needs to have costs 2 and then he can’t be exhausted to gain long range. I think that balances it pretty well.
There might be 1 Republic token reinforcer. Not sure though.
Reworded Bugs. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Sat Dec 30, 2006 8:43 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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As I’ve already shown, the Alien culture likes playing stuff at odd times. Let’s just go exploring with them.
Jawa Adventurer [Alien]
Minion • Jawa
Strength-3
Vitality-3
Roaming-2
Regroup: Spot an [Alien] minion to play this minion from your hand and add a burden.
2C12
Jawa Ion Gun [Alien]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Alien] minion.
You may play this possession any time you play an [Alien] minion.
When you play this possession during the maneuver phase, you may wound a droid twice.
2C14
Jawa Scout [Alien]
Minion • Jawa
Strength-3
Vitality-3
Roaming-2
If this minion exerts or takes a wound, you may discard it to play an [Alien] minion from hand.
2C17
Jawa Sneak [Alien]
Minion • Jawa
Strength-4
Vitality-2
Roaming-2
If you play this minion outside of the shadow phase, you may make an [Alien] minion strength +3 until the regroup phase.
2C18
Mos Espa Ruffian [Alien]
Minion • Gran
Strength-10
Vitality-3
Roaming-2
When you play this minion during the skirmish phase, it is twilight cost -2, strength +4, and fierce until the regroup phase.
2U21
And here’s a new idea I have:
There are special conditions called location conditions, which represent places in the galaxy that wouldn’t make too much sense as sites. There can only be 1 active location condition in play at a time, so when such a condition is played, all others are discarded.
•Asteroid Field [Alien]
Condition • Support Area
Space Location. (When you play this condition, discard all other active locations.)
Maneuver: Discard this condition to make all characters not bearing a ship strength -2 until the regroup phase.
2U3
•Space Slug [Alien]
Minion
Strength-17
Vitality-4
Roaming-9
Damage +1. Savage. To play, spot a space location.
Space Slug must be assigned to skirmish a companion bearing a ship.
Each time Space Slug wins a skirmish, you may exert it to discard a capital.
2R27
This is No Cave [Alien]
Event • Shadow
Spot a space location to play Space Slug from your draw deck or discard pile.
2R29
I’d do more, but I’m pretty tired.
Next Up: More Aliens.
Set Completion Count: 43/164 - 26% |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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elf lvr |
Posted: Sat Dec 30, 2006 11:05 pm |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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menace64 wrote: As I’ve already shown, the Alien culture likes playing stuff at odd times. Let’s just go exploring with them.
 Jawa Adventurer [Alien]
Minion • Jawa
Strength-3
Vitality-3
Roaming-2
Regroup: Spot an [Alien] minion to play this minion from your hand and add a burden.
2C12
Cool effect. Burdens. Fun Fun.
Jawa Ion Gun [Alien]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Alien] minion.
You may play this possession any time you play an [Alien] minion.
When you play this possession during the maneuver phase, you may wound a droid twice.
2C14
[b]Ouch! Droid killing.
 Jawa Scout [Alien]
Minion • Jawa
Strength-3
Vitality-3
Roaming-2
If this minion exerts or takes a wound, you may discard it to play an [Alien] minion from hand.
2C17
Wow, versatile, especially with the other cards.
 Jawa Sneak [Alien]
Minion • Jawa
Strength-4
Vitality-2
Roaming-2
If you play this minion outside of the shadow phase, you may make an [Alien] minion strength +3 until the regroup phase.
2C18
Ooh! I like this one.
 Mos Espa Ruffian [Alien]
Minion • Gran
Strength-10
Vitality-3
Roaming-2
When you play this minion during the skirmish phase, it is twilight cost -2, strength +4, and fierce until the regroup phase.
2U21
Cool.
And here’s a new idea I have:
There are special conditions called location conditions, which represent places in the galaxy that wouldn’t make too much sense as sites. There can only be 1 active location condition in play at a time, so when such a condition is played, all others are discarded.
 •Asteroid Field [Alien]
Condition • Support Area
Space Location. (When you play this condition, discard all other active locations.)
Maneuver: Discard this condition to make all characters not bearing a ship strength -2 until the regroup phase.
2U3
Powerful.
 •Space Slug [Alien]
Minion
Strength-17
Vitality-4
Roaming-9
Damage +1. Savage. To play, spot a space location.
Space Slug must be assigned to skirmish a companion bearing a ship.
Each time Space Slug wins a skirmish, you may exert it to discard a capital.
2R27
Pretty powerful. I like it, though. A new Balrog, in a way.
 This is No Cave [Alien]
Event • Shadow
Spot a space location to play Space Slug from your draw deck or discard pile.
2R29
Cool. I like this a lot.
I’d do more, but I’m pretty tired.
Next Up: More Aliens.
Set Completion Count: 43/164 - 26%
All in all, this reminds me of the Stragglers / Last Days Lotr combo. Discarding minions to do funky things, and simply playing more in different curcumstances to have even more fun... I like these a lot! |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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menace64 |
Posted: Sun Dec 31, 2006 2:37 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Thanks for the reviews, elf lvr.
Now for Tuskens!
Ferocity [Alien]
Event • Skirmish
Make an [Alien] minion strength +2 (and damage +1 if bearing a weapon).
2C7
Gaffi Stick [Alien]
Possession • Hand Weapon
Strength +2
Bearer must be an [Alien] minion. Bearer gains ambush .
Skirmish: If bearer is a Tusken, exert bearer to cancel the strength bonus of a weapon borne by a companion bearer is skirmishing.
2C8
Hunting Rifle [Alien]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Alien] minion.
When you play this possession, you may exert bearer to remove a culture token.
If bearer is a Tusken, bearer gains long range.
2C9
Mos Eisley Dagger [Alien]
Possession • Hand Weapon
Strength +1
Bearer must be an [Alien] minion.
While at a dwelling site or an urban site, bearer is strength +2.
2C19
Mos Eisley Thug [Alien]
Minion • Rodian
Strength-10
Vitality-2
Roaming-2
Ambush .
While bearing a hand weapon, this minion is damage +1 and may not take wounds.
While at a dwelling site or an urban site, this minion is strength +3.
2R20
•RR’uruurr, Ferocious Tusken [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Ambush . Fierce.
Each Tusken you play outside of the shadow phase is twilight cost -1.
2R24
Tusken Brute [Alien]
Minion • Tusken
Strength-10
Vitality-2
Roaming-2
Each hand weapon played on this minion is twilight cost -2.
While bearing a hand weapon, this minion is fierce, and at the start of each of his skirmishes, you may exert him to wound a companion he is skirmishing.
2R31
Tusken Sharpshooter [Alien]
Minion • Tusken
Strength-8
Vitality-2
Roaming-2
When you play this minion, you may play an [Alien] possession on him from your discard pile.
2U35
•Tusken Tribe [Alien]
Minion • Tusken
Strength-16
Vitality-2
Roaming-2
Ambush . To play, spot a Tusken.
Response: If Tusken Tribe wins a skirmish, play a Tusken from hand to make Tusken Tribe fierce until the regroup phase.
2R36
Tusken Warrior [Alien]
Minion • Tusken
Strength-7
Vitality-1
Roaming-2
Response: If a Tusken wins a skirmish, discard this minion to play a Tusken from your hand; that Tusken is strength +4 and fierce until the regroup phase.
2C37
•URoRRoR’R’R, Vicious Tusken [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Ambush . Damage +1.
Each time a Tusken wins a skirmish, you may play a Tusken from your hand; that Tusken is fierce until the regroup phase.
2R38
I think I’ve established a pretty good identity for the Alien culture now.
Next Up: Heading into the Criminal culture.
Set Completion Count: 54/164 - 33% |
Last edited by menace64 on Sun Dec 31, 2006 9:01 am; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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menace64 |
Posted: Sun Dec 31, 2006 5:10 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I’m heading off to bed, but first I’ll do a rare for each culture (and 2 sites).
•Iasa, Traitor of Jawa Canyon [Alien]
Minion • Jawa
Strength-7
Vitality-3
Roaming-2
While you cannot spot another minion, Iasa’s twilight cost is -2.
Skirmish: Exert another Jawa to take an [Alien] minion into hand from your discard pile.
2R10
•Durge, Hired to Hunt [Confederacy]
Minion • Gen’Dai
Strength-14
Vitality-5
Roaming-4
Damage +1. To play, exert a Separatist.
When you play Durge, you may remove [X]. Durge must be assigned to skirmish a companion with strength X (except the Apprentice).
2R43
•Jango’s Twin Blasters [Criminal]
Possession • Ranged Weapon
Strength +2
Bearer must be a Bounty Hunter.
Each time bearer is assigned to skirmish a companion, exert that companion.
If bearer is Jango, add 2 to the minion crossfire total.
2R77
•Human High Culture [Imperial]
Condition • Support Area
To play, spot a Human.
Each time a Dark Side Human is played, add an [Imperial] token here.
Skirmish: Spot a Dark Side Human and remove 3 [Imperial] tokens here to make a non-Human companion (except the Apprentice) strength -3 (limit -3).
2R96
•Anakin, Enraged [Jedi]
Companion • Human
Strength-10
Vitality-3
Resistance-5
Destined. Duelist. Jedi.
At the start of each alliance phase, you may exert 2 companions to heal Anakin.
Each time Anakin wins a skirmish, wound him.
2R105
•Planet Defender Ion Cannon [Rebel]
Condition • Support Area
To play, exert a [Rebel] companion.
Each time a [Rebel] companion loses a skirmish, add a [Rebel] token here.
Regroup: Remove 2 [Rebel] tokens here to remove a token from a capital. If that capital then has no tokens remaining on it, discard it.
2R122
•Palpatine’s Domain [Sith]
Condition • Support Area
Station Location. To play, spot a [Sith] minion.
Each time you play a [Sith] minion, you may exert that minion to add .
2R149
Invader’s Ultimatum [Yuuzhan Vong]
Event • Regroup
Exert a Yuuzhan Vong to make it strength -5. Then discard the top X cards of the Light Side player’s draw deck, where X is that Yuuzhan Vong’s strength.
2R154
Jawa Camp
Desert. Dwelling. At the start of each player’s turn, he or she may discard a card from hand to draw a card.
2U159
Tusken Camp
Desert. Dwelling. Maneuver: Remove to play an [Alien] minion from your discard pile. You may not take another action this phase.
2U164
Yup. Those Criminal cards will come next time.
Set Completion Count: 64/164 - 39% |
Last edited by menace64 on Sun Dec 31, 2006 9:11 am; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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sickofpalantirs |
Posted: Sun Dec 31, 2006 8:46 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote: Thanks for the reviews, elf lvr.
Now for Tuskens!
 Ferocity [Alien]
Event • Skirmish
Make an [Alien] minion strength +2 (and damage +1 if bearing a weapon).
2C7
perfect
 Gaffi Stick [Alien]
Possession • Hand Weapon
Strength +2
Bearer must be an [Alien] minion. Bearer gains ambush  .
Skirmish: Exert bearer to cancel the strength bonus of a weapon borne by a companion bearer is skirmishing.
2C8
there should be something about if bearer is a tusken. If i remember correctly they are not easily wielded by other species.
 Hunting Rifle [Alien]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Alien] minion.
When you play this possession, you may exert bearer to remove a culture token.
If bearer is a Tusken, bearer gains long range.
2C9
fine by me
 Mos Eisley Dagger [Alien]
Possession • Hand Weapon
Strength +1
Bearer must be an [Alien] minion.
While at a dwelling site or an urban site, bearer is strength +2.
2C19
again good.
 Mos Eisley Thug [Alien]
Minion • Rodian
Strength-10
Vitality-2
Roaming-2
Ambush .
While bearing a hand weapon, this minion is damage +1 and may not take wounds.
While at a dwelling site or an urban site, this minion is strength +3.
2R20
it works
 •RR’uruurr, Ferocious Tusken [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Ambush . Fierce.
Each Tusken you play outside of the shadow phase is twilight cost -1.
2R24
where’d you find the name? i love it though IMO he should cost 6
 Tusken Brute [Alien]
Minion • Tusken
Strength-10
Vitality-2
Roaming-2
Each hand weapon played on this minion is twilight cost -2.
While bearing a hand weapon, this minion is fierce, and at the start of each of his skirmishes, you may exert him to wound a companion he is skirmishing.
2R31
very interesting. Good card
 Tusken Sharpshooter [Alien]
Minion • Tusken
Strength-8
Vitality-2
Roaming-2
When you play this minion, you may play an [Alien] possession on him from your discard pile.
2U35
fine by me
 •Tusken Tribe [Alien]
Minion • Tusken
Strength-16
Vitality-2
Roaming-2
Ambush . To play, spot a Tusken.
Response: If Tusken Tribe wins a skirmish, play a Tusken from hand to make Tusken Tribe fierce until the regroup phase.
2R36
its fine as it is but to show they lost some soldiers you could make it discard. your choice though
 Tusken Warrior [Alien]
Minion • Tusken
Strength-7
Vitality-1
Roaming-2
Response: If a Tusken wins a skirmish, discard this minion to play a Tusken from your hand; that Tusken is strength +4 and fierce until the regroup phase.
2C37
I like it
 •URoRRoR’R’R, Vicious Tusken [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Ambush . Damage +1.
Each time a Tusken wins a skirmish, you may play a Tusken from your hand; that Tusken is fierce until the regroup phase.
2R38
i love the title. Where did you get the name? anyway... 5 twilight? even with his vitality that is barely any, make it 6.
I think I’ve established a pretty good identity for the Alien culture now.
Next Up: Heading into the Criminal culture.
Set Completion Count: 54/164 - 33% |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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sickofpalantirs |
Posted: Sun Dec 31, 2006 8:54 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote: I’m heading off to bed, but first I’ll do a rare for each culture (and 2 sites).
 •Iasa, Traitor of Jawa Canyon [Alien]
Minion • Jawa
Strength-7
Vitality-3
Roaming-2
While you cannot spot another minion, Iasa’s twilight cost is -2.
Skirmish: Exert another Jawa to take an [Alien] minion into hand from your discard pile.
2R10
why is he a traitor? backstory please .it works
 •Durge, Hired to Hunt [Confederacy]
Minion • Gen’Dai
Strength-14
Vitality-5
Roaming-4
Damage +1. To play, exert a Separatist.
When you play Durge, you may remove [X]. Durge must be assigned to skirmish a companion with strength X (except the Apprentice).
2R43
very interesting. could become very expensive though. i like it
 •Jango’s Twin Blasters [Criminal]
Possession • Ranged Weapon
Strength +2
Bearer must be a Bounty Hunter.
Each time bearer is assigned to skirmish a companion, exert that companion.
If bearer is Jango, add 2 to the minion crossfire total.
2R77
ow. IMO those are to good you get 3 wounds/exerts before he even skirmishes.
 •Human High Culture [Imperial]
Condition • Support Area
To play, spot a Human.
Each time a Dark Side Human is played, add an [Imperial] token here.
Skirmish: Spot a Dark Side Human and remove 3 [Imperial] tokens here to make a non-Human companion (except the Apprentice) strength -3 (limit -3).
2R96
perfect
 •Anakin, Enraged [Jedi]
Companion • Human
Strength-10
Vitality-3
Resistance-5
Destined. Duelist. Jedi.
Each time Anakin wins a skirmish, wound him.
2R105
kinda like mithrandir. it seems with such low health his stats are upset by his ability. maybe you could somehow make it a little less damaging, or add an ability to heal him somehow, IE threats maybe.
 •Planet Defender Ion Cannon [Rebel]
Condition • Support Area
To play, exert a [Rebel] companion.
Each time a [Rebel] companion loses a skirmish, add a [Rebel] token here.
Regroup: Remove 3 [Rebel] tokens here to remove all tokens from a capital. If that capital then has no tokens remaining on it, discard it.
2R122
OK I am confused if you are removing all the tokens, why not just discard it? and it is kinda obvious that if you remove all the tokens there will be no more tokens. Please explain what you were thinking.
 •Palpatine’s Domain [Sith]
Condition • Support Area
Station Location. To play, spot a [Sith] minion.
Each time you play a [Sith] minion, you may exert that minion to add  .
2R149
whats station location mean? fine by me
 Invader’s Ultimatum [Yuuzhan Vong]
Event • Regroup
Exert a Yuuzhan Vong to make it strength -5. Then discard the top X cards of the Light Side player’s draw deck, where X is that Yuuzhan Vong’s strength.
2R154
ow. Major NPE. But I like it
 Jawa Camp
Desert. Dwelling. At the start of each player’s turn, he or she may discard a card from hand to draw a card.
2U159
it works
 Tusken Camp
Desert. Dwelling. Maneuver: Remove  to play an [Alien] minion from your discard pile. You may not take another action this phase.
2U164
fine by me
Yup. Those Criminal cards will come next time.
Set Completion Count: 64/164 - 39% |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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